
PRINCIPLES AND 
ILLUSTRATRfE GAMES 

BY 

ELIZABETH WAGER-SMITH 




Class (^ ji-^S-J 
Book_ 



54.J? 



Copyright }J"_ 



COPYRIGHT DEPOSIT. 



SKAT 

PRINCIPLES AND ILLUSTRATIVE GAMES 



By A. ELIZABETH WAGER-SMITH 

A PRIMER OF 

SKAT 



^'Exactly what its title implies, 
and a most comprehensive and 
convenient primer it is too." 

— lVhistyBosto?i 



i2mo. Decorated Cloth, 75c net 

J. B. LIPPINCOTT COMPANY 

Publishers Philadelphia 



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SKAT: 

PRINCIPLES AND ILLUSTRATIVE 
GAMES 



BY 

ELIZABETH WAGER-SMITH 

u 
Author of "Primer of Skat," "Vogue Skat Lessons/' 

" A Skat Catechism/' etc. 




^ PHILADELPHIA ^ LONDON 

^ J. B. LIPPINCOTT COMPANY 

1910 

k » ♦ » ♦ ♦ ♦ ¥ 



<.'^ 
M^'^ < 

V .b^^ 



Copyright, 1907, 1908, 1909 
By The Vogue Company 

Copyright, 1910 
By J. B. LippiNCOTT Company 



Published April, 1910 



Printed by J. B. Lippincott Company 
The Washington Square PresSy Philadelphiay U.S.A. 



CCI.A261769 



TO THE MEMBERS OF THE FIRST 

SKAT CLUB FOR WOMEN 

IN AMERICA 

THE ALTENBURG OF PHILADELPHIA 



Many of the chapters and illustrative games in thti 
volume originally appeared in Vogue, whose kindness 
the author wishes to acknowledge. The material has 
been entirely rearranged and revised with the addition 
of much new matter. 



CONTENTS 



PART I 
PRINCIPLES OF SKAT 

CHAPTER PAGE 

I. Its Origin and Characteristics 1 1 

II. The Players, Deal and Values i6 

III. Estimating the Bid 20 

IV. Naming the Game 25 

V, Naming the Game — {Contimied) 29 

VI. Naming the Game — {Continued) 31 

VII. Variations on the Preceding Games — The Dec- 
larations — Counting the Skat Cards 36 

VIII. Games without Trumps 43 

IX. A Compulsory Game 46 

X. Principles of the Game — The Lead 50 

XI. The Lead — Mittelhand, Trumpmaker 54 

XII. Harmony between Partners 59 

XIII. The Discard 62 

XIV. Finessing 70 

XV. Scoring 73 

XVI. Duplicate Skat — Contests 76 

XVII. Pointers 78 

XVIII. Laws of Skat %^ 



PART II 
ILLUSTRATIVE GAMES 

GAME PAGE 

I. A TOURNEE 93 

II. A Passt-mir-nicht 98 

III. A Solo loi 

IV. A Grando 106 

V. A NULLO OUVERT I lO 

7 



8 



CONTENTS 



VI. Another Nullo Ouvert 

VII. A GUCKSER 

VIII. A GuCKSER WITHOUT MatADORS 

IX. A NULLO 

X. A Nullo for Hinterhand 

XI. A GucKi Nullo 

XII. A Grando Ouvert 

XIII. Revolution 

XIV. A Ramsch 

XV. Another Ramsch 

XVI. A Solo Diamond (with a Weak Hand) 

XVIL A Heart Solo for Vorhand 

XVIII. Change of Position 

XIX. A Nullo Game 

XX. A Nullo Game for Hinterhand 

XXI. A Grando Game, " Without Three " . . 

XXII. A Different Distribution 

XXIII. Hinterhand as Trumpmaker 

XXIV. MiTTELHAND AS TrUMPMAKER 

XXV. A TouRNEE Diamond for Hinterhand. 

XXVI. A TouRNEE Club 

XXVII. A ToURNEE FOR VORHAND 

XXVIII. Frage, the Simple Game 

XXIX. Ramsch 

XXX. A GucKi Grand for Mittelhand 

XXXI. A Club Solo 

XXXII. Revolution 

XXXIII. A Solo (with a Declared Schneider) . 

XXXIV. Grando (with a Declared Schneider) 
XXXV. A Grando for Hinterhand 

XXXVI. Passt-mir-nicht — Tournee Grando . . . 

XXXVII. A Solo Club — Mittelhand Player .... 

XXXVIII. A Solo Heart — Mittelhand Player. . . 

XXXIX. Grando Ouvert — Solo Grando 

XL. Grando Ouvert — Gucki Grando 

XLI. Grando Ouvert by Mittelhand 

XLII. A Solo ''With 7" 



CONTENTS 



9 



XLIII. Grando '* With 5" and a Declared Schneider . . 194 

XLIV. New Values — Gucki Nullo 196 

XLV. A Gucki Nullo for Vorhand 198 

XLVI. Overbidding — Solo Club 200 

XLVII. A Grando, or a Solo Heart, with a Declared 

ScHWARz 204 

XLVIII. Solo Diamond with a Declared Schwarz, for 

HiNTERHAND 2o6 

XLIX. Abandoned Hand — Saving a Schneider 208 

L. TouRNEE Nullo 210 

LI. Losing by Penalty, Grando with a Declared 

Schneider 211 

LIL Ramsch , 215 

LIII. The Language of Skat 217 

LIV. Contra and Re-Contra 220 

LV. Another Re-Contra 223 



PART I 

PRINCIPLES OF SKAT 



CHAPTER I 
ITS ORIGIN AND CHARACTERISTICS 

Friedrich Ferdinand Hempel, lawyer, of Altenburg, 
Germany, performed the same service for the game of Skat 
as did Edmund Hoyle, gentleman, of London, England, 
for the game of whist. Each man rescued a game with 
intellectual possibilities from illiterate players, eliminated 
undesirable features, and enlarged, polished, and perfected 
it, and thus educed a new game suitable for the attention 
of the cultured card player. 

Skat was derived from games long known to the Wends, 
one of the wandering Slavonic tribes which appeared in 
Germany in the sixth century. The peasants in the vicinity 
of Altenburg are descendants of the Wends. One of their 
card games was called Schafkopf (sheepshead) , another 
was Dreihein (three-legs). A combination of these two 
gam.es formed the nucleus of Skat. The four Knaves as 
paramount trumps, the order of the suits, the relative 
values of the cards, were three distinguishing features of 
Schafkopf and still remain the same in the modem game 
of Skat. 

The origin of the game has been variously explained. 
Some derive it from the Gothic skatts, Anglo-Saxon skatt, 
modem German Schaiz (treasure) , because two cards are 
put aside which are a treasure for the one called **the 
Player." This seems reasonable and probable, though 
others insist on its derivation from scartare, to discard, a 

11 



n SKAT 

term of an ancient Italian game, called tar ok. These 
latter spell it *'Scat'' to prove their point, regardless of 
the fact that nearly all the German writers on the game, 
as well as the members of the Skat Verband of North 
America, spell it with a, k. It is pronounced as though 
spelled skaht, dwelling a trifle on the ah. 

Early in the iSoo's, there was a card club in Altenburg, 
devoted to the playing of a game imported from Italy, 
called tarok (or taroc). It was composed of gentlemen of 
culture, of whom Friedrich Hempel was one. The game 
of Schafkopf was discovered by Hempel under similar 
circumstances to those in which Hoyle and Folkestone 
found the embryo of modem whist. Perceiving its possi- 
bilities, Hempel introduced it to his fellow members of 
the Tarok Club, and began revising it. Some of the Wend- 
ish terms not suiting their taste, were discarded and more 
euphonious ones of Italian derivation were substituted: 
as Matadors for Wenzels (knaves), and Ladons for Fehl- 
karten (cards of no numerical value). As Hempel and his 
friends continued to improve the game, it proved so fas- 
cinating that the game of Tarok was abandoned and the 
new one reigned in its place. Its fame, however, was local 
only for several years. Leipsic was only twenty-four 
miles from Altenburg, and when the students of the Uni- 
versity learned its merits about 1826 they introduced it 
to students of other university towns, and thus the cult 
spread throughout the country. It is now conceded to be 
the national card game of Germany. 

Skat having in a brief period spread over a large area, 
it was natural there should be a diversity of opinion re- 
garding the rules. At one time, it was stated, there were 



ORIGIN AND CHARACTERISTICS 13 

as many methods of playing the game as there were pro- 
vinces in Germany. In order to arrive at uniformity 
among players of different sections, a congress of Skat 
players was convened in Altenburg, Germany, in August, 
1886. Himdreds of delegates were assembled from various 
countries, and an attempt at improvement was made. 
This movement inaugurated a series of annual congresses 
in Germany and in America, the first one in this country 
being held in St. Louis, in 1898. In the past year (1909) 
the annual congress was held in Milwaukee, in June, with a 
large attendance and three days play with many prizes. 

The business meetings of the annual congresses are 
conducted in the German language. 

In America it was preceded by the game of euchre, 
which is a feeble branch of the great game. The Knaves 
taking first value, the turned card (in Toumee), the passing 
of the make, and several minor characteristics mark its 
origin. Scientific whist and the excitement of bridge 
paved the way in this country for the advent of Skat. 

The scientific Skat player looks upon whist as the chess 
player does upon dominoes. To learn the routine of the 
game is within the reach of any student of its technicalities; 
but there is no game in which inherent card-sense is more 
valuable than in this remarkable one. 

Developed by a member of the profession noted for its 
ingenuity of expedient and fertility of resource, it must 
necessarily be a game of strategy, of logical deduction, 
of far-seeing possibihties, and full of surprises. In the 
necessity for keenness of perception, for quick decision, 
for cool judgment, and a true valuation of the cards in 
each situation, it is thoroughly stiited to modem American 



14 SKAT 

thought and action. Prompt, but unerring, adapting the 
play to each varying condition as every round of the cards 
develops a new phase of the problem, the brain must be 
on the alert to seize each opportunity as it presents itself 
to the Skat expert. 

The game is democratic among cards, the first one in 
which the Knaves ranked highest, and the Kings and 
Queens were relegated to seventh and eighth positions in 
power. For some time court circles despised it for this 
reason but at last, yielding to its fascinations, completed 
the chain which holds all classes in Germany loyal to 
their national game. 

In all other card games, high cards are necessary to 
success. Not so in Skat. If one holds cards sufficiently 
worthless, it is a winning hand (nullo). So too, if it is an 
exceptionally strong hand (grando). Only mediocrity is 
useless. If, again, holding high cards, a player, like the 
** dog in the manger, " refuses to take part in the game for 
fear of losing if he makes the trump, loses when ramsch is 
declared, as the winner of tricks containing cards of numer- 
ical value scores a minus in that make. 

The game is a social one, the cards (ten to each player) 
quickly played, and is interspersed by German players 
with humorous sarcasm against a pretentious failure, 
distinctly indicative of national sentiment. Many quaint 
customs habitual to the German game are not used by 
American players. 

Skat is adapted to any number of players. Three 
players form a table, but four or five may join, one or two 
sitting out at each deal. If there are six players, two 
tables are formed. This adaptability of the game to any 



ORIGIN AND CHARACTERISTICS 15 

number of players renders it particularly acceptable to 
hostesses, who in whist and bridge functions have been 
so often disconcerted by the non-arrival of a guest, and 
to the card committees of clubs, which for a similar reason 
have been compelled to resort to a ''dummy'' or a ''bye." 
The "Player'' is the one who makes the trump, and 
with each deal has an opportunity of independent, indi- 
vidual action, unembarrassed by the play of a partner. 
The other two players unite their strength and talent 
against him and are called the "Opponents." The Player 
scores. If he wins, he is plus the value of his game. If he 
loses, he is minus the value of his game. The opportunity, 
as well as the responsibility, and the result, plus or minus 
as the case may be, are his alone. One may decline to bid 
for fear of failure, thereby avoiding a minus score, but 
unless he bids for the make he will never have a plus. On 
the other hand, to the reckless bidder belongs the minus 
score. A player must learn to estimate his hand at its 
true value, and use discrimination in the play of the hand, 
and his score at the end of the session will be creditable. 
If, as Goethe maintained, " the mastery of a new language 
doubles one's individuality," then the mastery of the Skat 
language must inevitably result in good to the student by 
doubling his talent for successful manipulation of the 
resources at his command. 



CHAPTER II 

THE PLAYERS, DEAL AND VALUES 

THE PLAYERS 

There are three ranks of players among those who 
resort to cards for diversion: the expert who possesses an 
intuitive knowledge of the location of unplayed cards, 
wise judgment in planning the campaign, and that rare 
gift, natural card-sense, which baffles analysis and is not 
communicable to others. This quahty may be lying dor- 
mant in the brain of the tyro unknown to himself until 
the play begins, when it awakes. 

In the second rank is the so-called good player. He 
has a fair share of common sense and a more or less keen 
perception of human motives, a good memory and some 
mathematical prolicienc}^ is a loyal partner and a coura- 
geous user of the material at his command. He holds an 
honorable place and is considered one of the real partici- 
pants in the battle. 

In the third rank is the player who, being without the 
qualities necessary for a good card player, learns by atten- 
tion to detail the miles of the game and the penalties to be 
avoided. He follows unquestionably where the leader 
points the way. Such a one is the player without vagaries 
or original impromptu methods which are likely to betray 
his partner into pitfalls; he makes no attempt to ape the 
game of the expert and is in consequence appreciated as 
a safe partner. Other than the three varieties classified 
16 



PLAYERS, DEAL AND VALUES 17 

there are no card-players worthy the name, although 
there is a multitude of individuals who sit at card-tables 
and hold cards, but they would not come under any of the 
classes named. 

In Skat, originality, cleverness of resource, ingenuity 
of attack or of defence will ever be invaluable qualities, 
but an erratic pla3^er on whom no partner can reh^ will 
be classed at the end of the session with the ** Vatermorder " 
of the game. Whatever may be the rank of the player, it 
is an intellectual warfare, and the captain of the host, no 
less than the private soldier, must first of all learn the 
manual of arms. 

THE DEAL 

As each player at a Skat table has an equal number of 
deals, it is immaterial who deals first, but the cut is neces- 
sary to determine the positions of the players. As the 
suits have different values, if two cards are cut of the same 
denomination, the lower suit of the two is the lower cut. 

There are 32 cards in a Skat pack, ranking thus: 

J4i; J4k; JV; !♦; Ace, 10, King, Queen, 9, 8, 7, 
of each suit. 

The four Knaves are always the four highest trumps, 
whatever the trump suit may be. They belong to no suit, 
but have their place at the head, except in one instance, 
which is the exception to the rule. 

The value of the suits is thus: club, spade, heart, 
diamond. The diamond is the lowest. 

The one having the lowest cut deals. The next lowest 
sits at the dealer's left hand and is "Vorhand" for that 
deal. The next lowest is placed at Vorhand's left and is 
2 



18 SKAT 

"Mittelhand/' If there are four or five players, the one at 
the right of the dealer is " Hinterhand." If there are three 
players, the dealer is Hinterhand. 

The player at the right of the first dealer keeps the 
score for the session. Thus, when his deal is concluded 
every player has had an equal number of deals. The game 
is continuous, concluding only with the session, when the 
final accounting is made. 

After cutting by the player at the right of the dealer, 
three cards are dealt to Vorhand, three to Mittelhand, 
three to Hinterhand, in this order, then two cards to the 
table face down, for the ''Skat." Four cards are then 
dealt to each player in the same order, then three cards 
to each. This order and number of cards must always 
be preserved, 3 — Skat — 4 — 3. The rules of Skat are exact, 
and a surprise awaits the player who is careless or indiffer- 
ent as to the conventions in any part of the game. The 
deal passes to the left each time. It is never lost, but a 
misdealer is scored minus 10, and deals again. 

If a card is faced during the deal, it is also a misdeal. 

If all the cards are dealt by the wrong dealer and any 
of them has been taken up, the playing of the hand continues, 
the rightful dealer taking the next deal, that each may 
have an equal number, but the one who dealt out of turn 
is scored minus 10. The dealer has no advantage, Vorhand 
having the advantageous position in every deal, as he 
always leads first. 

If more than three players form a table, the non-players 
each deal must not disturb the active players by advice 
or comment, nor must they look at the Skat cards, as they 
will incur a penalty of minus 10 by so doing. 



PLAYERS, DEAL AND VALUES 19 

If more than three players form the table, the dealer 
gives cards to the two players at his left and the player at 
his right hand. The non-players share the fortunes of the 
Opponents, the Player (maker of the trump) always win- 
ning or losing alone. 

VALUES 

The ranking value of the cards (as above) is entirely 
different from the counting value. The autocratic Jack 
taking precedence of all other cards, counts the lowest, 
and Ace, which is outranked by all four Jacks, counts high- 
est in summing up the game. 

The counting value of the cards is as follows: 

Ace is valued at ii points. 

Ten is valued at lo points. 

King is valued at 4 points. 

Queen is valued at 3 points. 

Jack is valued at 2 points. 

Nine, eight and seven have no counting value and 
are called ''Ladons." 

The sum of the counting value of the thirty-two cards 
is 120. The Player who makes the trump must capture 
more than half (i,e,, at least 61 points) to win his game. 
The number of tricks is of no consequence, as points only 
count, but it is best to keep his tricks intact as in whist, 
so that in case of any question, they may be examined. 

Each suit has also a particular value, clubs counting 
highest. The ranking value of each suit is ahke. The value 
of the trump of each deal is a multiplicand, when the value 
of the make is computed. There is but one multiplicand in 
each deal, but there may be from 2 to 16 multipliers. 



CHAPTER III 

ESTIMATING THE BID 

THE MULTIPLICAND 

The cards having been dealt, the first move in the game 
is the '' Bidding/' or as it was originally called, the " Provo- 
cation." Before a bid can be intelligently made, one must 
know how to estimate the probable value of the hand. It 
can not be valued absolutely as the Skat cards are virtually 
a portion of Player's hand, even though not used in 
the play of the deal. The hand is valued for the bid, but 
when the Skat cards are disclosed, the good fortune accru- 
ing therefrom, or the misfortune of adverse cards contained 
therein, must alike be regarded with equanimity. 

There are various games for which the bid may be 
made, the lowest one of which is the "Tournee." 

The Toumee game is decided by turning over one of 
the Skat cards and thus naming the trump by chance. If 
the card thus turned is a diamond, the multiplicand in 
that deal is 5 ; if it is a heart, the multiplicand in that deal 
is 6 ; if a spade, it is 7 ; if a club, it is 8. 

If the trump is named without looking at either Skat 
card it is a '*Solo." In the vSolo game if the trump is 
a diamond, the multiplicand in that deal is 9; if the 
trump is a heart, it is 10; if it is a spade, it is 11 ; if 
a club, it is 12. 

If one makes "Jacks" trumps, the game is called 
' 'Grando." In the Grando game, only the Jacks are trumps, 
20 



ESTIMATING THE BID 21 

]4^9 is the highest, then J^, J^, J^, in the order named. 
The multipHcand in the Gran do game is 20. 

For convenient reference a table of the foregoing values 
is appended. 

Value 

Diamond Toum^e 5 

Heart Tourn^e 6 

Spade Tournde 7 

Club Tournee 8 

Diamond Solo 9 

Heart Solo 10 

Spade Solo 11 

Club Solo 12 

Grando Solo 20 

THE MULTIPLIERS 

If the Player takes more than sixty points in his tricks, 
he has game, which makes one multiplier. If he has more 
than ninety points, he has " Schneider," which is also one 
multiplier, making two in all. If he has all the points, one 
hundred and twenty, he has '' Schwarz," another multiplier, 
making three altogether. 

There are other multipliers, depending on the number 
and sequence of the Jacks in his hand and in the Skat. The 
two Skat cards belong to the maker of the trump, but unless 
he makes Tournee he may not look at either of them until 
the cards of the deal are played, when the Skat cards are 
counted with those of Player's hand. 

THE MATADORS 

In estimating the value of a hand, all depends on the 
J4I1 who is a veritable autocrat. If this card is in a player's 



22 SKAT 

hand, he is said to be ** with i . " If the J4i is not in a play- 
er's hand, he is "without I." This ''with" or ''without" is 
another multipUer, "without" counting the same as 
"with," an apparent contradiction, but an idiosyncrasy 
of Herr Skat. 

If with J4i and J^, a player is " with 2," as the ]^ is 
hand-in-hand with the autocrat. If J^ is also with them, 
a player is "w4th 3." The completion of the quartette, 
by the presence of J^ gives a player "with 4." If he has 
Ace of trump, which ranks next, he is "with 5"; and if he 
has the Ten, he is "with 6." This count continues as long 
as the sequence is unbroken, but once broken the count 
stops. For instance, if a player holds J4b> and is without 
J4|^, it matters not what other Jacks he holds, he is only 
"with I," as there is no sequence with the J4i. 

The Jacks were originally called Wenzels in the Wendish 
game. The Tarok Club of Altenburg changed the name 
to Matadores, which, with the omission of the e, is the name 
in present use. In the original game, the four Jacks were 
the only "with" and "without" cards. It is a modern 
innovation to call other cards in sequence with them 
Matadors, when a suit is trump. 

If J4I1 is absent from the hand, a player is "without" 
instead of "with." If he holds J4jk, he is "without i," as 
but one higher Matador is absent. If ]^ is also absent and 
jy is present, he is "without 2." If J^ is absent, but 
he holds J^, he is "without 3." If a player has no Jack, 
but has the Ace of trumps, he is "without 4. " If he has 
no Jack, nor Ace of trump, but has Ten of trumps, he is 
"without 5." This continues as did the "with" count 
until the sequence of cards is broken. 



ESTIMATING THE BID 23 

It is frequently asked why the '' without " count is equal 
to the ''with. " Presumably it is because if Player can win 
his game without the assistance of high cards, he is entitled 
to a high reward; but if he is so reckless as to bid for a 
game with insufficient collateral, he is properly punished. 

Another peculiarity of the ''with'* and "without" 
count is not as easily explained. Cards found in the Skat 
are counted as though Player had used them in playing 
his game. For example, if holding J^ as his only Jack, 
Player makes a successful bid and wins his game, it is 
reckoned "without 3," giving him three multipliers. At 
the end of the deal, on examination of the Skat cards, 
should the J4li be found there, Player's hand would be 
computed as "with i." Thus, losing two multipliers, the 
value of his game would be reduced and he might be a loser. 
This is one of the many surprises of Skat. 

In bidding, therefore, it is safer when a player is "with" 
than when "without," as Jacks found in the Skat may 
increase the value of the game, but will never decrease it. 

Following are some examples of "with" and "with- 
out" hands for practice. 

J4k; Ace, K, Q^; K, 7^; 10, Q, 74^; 8^1. This hand 
is "with I." 

J4b; JV; J4; K, Q, 9, 7^; 10, K, Q^. This hand 
is "without I." 

J*» J4k» ;♦» Q. 9, 8^, A41; 10, 9, 7V. This hand 
is "with 2." 

10, K, Q4k; Ace, K, Q, 8^; 9, 8^^; 7^. If spades 
are trumps, this is "without 5." If hearts are trumps, it 
is "without 4." If clubs, it is "without 8." If diamonds, 
it is "without 10." 



M SKAT 

!♦; K, 9, 741; Ace, 104^; 0, 9^; 10, Q^. This hand 
is ^'without 3." 

J*; J^; J¥; J4; Ace, lo*; lo, K, 74b; A^. If 
Grando is the game, this is ''with 4." If clubs are trumps 
it is ''with 6.'* If hearts are trumps, it is "with 5/' If 
spades it is "with 4." 



CHAPTER IV 

NAMING THE GAME 

THE PROVOCATION 

As the ^deal passes to the left so do the titles of the 
players. Vorhand in the first deal, becomes dealer and 
Hinterhand in the second deal, and Mittelhand in the third, 
and so with the other players. Vorhand has two advan- 
tages. He retains the privilege of naming the trump (unless 
the bidding is too high for his hand) ; and he has the first 
lead. Many a lost game would have been successful, if 
Player as Mittelhand or Hinterhand had been in Vorhand's 
position. 

The bidding is commenced by Mittelhand, who, if he 
wishes to bid, makes the lowest allowable bid, which is lo. 
There must necessarily be two multipliers in every trump 
make. If Player takes sixty-one points in his tricks, he 
has game, which is one multiplier. He must either be 
** with '' or ''without " J^i, which makes another multipHer. 
The lowest count is a diamond Toumee, a multiplicand of 5, 
[see table, page 21] 5X2 = 10. Therefore 10 is the lowest 
possible bid. 

Whatever Mittelhand's ultimate intention may be, he 
does not disclose it at once, as he gains intimations of 
Vorhand 's best suit during the progress of the "Provoca- 
tion." If Mittelhand declines to bid Hinterhand bids, or 
declines. Vorhand may then name the trump without bid- 
ding, or may declare Ramsch. But Ramsch may not be 

25 



26 SKAT 

declared if a bid has been made, nor may any other player 
than Vorhand declare it. 

Mittelhand must estimate the value of his hand before 
bidding or he will soon be in deep water, and must carefully 
guard himself from bidding beyond its value. For no score 
is far better than a debtor's score. 

If Mittelhand bids lo, and Vorhand's hand is worth as 
much or more than the bid, he says ''yes," thereby inti- 
mating he has as good as lo himself, and if Mittelhand 
wishes to name the game, he must bid higher. 

Mittelhand may then bid a httle higher, always remem- 
bering his bid must be an exact product of one of the multi- 
plicands and a multiplier of 2 or more. The multiplicands 
are 5, 6, 7, 8, 9, 10, 11, 12, 20. 

If Vorhand again retains his privilege of naming the 
trump by saying ''yes" (or ''I retain"), Mittelhand again 
bids a little higher, keeping in mind the actual value of his 
hand, that he may not be induced by the wily Vorhand 
to overbid, and thus incur the penalty of a minus score. 
When the value of his hand is reached, he passes. Hinter- 
hand then continues the Provocation, if he can go higher 
than the last bid made. If he cannot, he passes and Vor- 
hand names the trump. 

But, if it is Vorhand who ceases to retain the privilege 
of naming the tnmip, and passes, Mittelhand assimies the 
privilege which Vorhand has resigned, and the Provoca- 
tion continues between him and Hinterhand. 

When the Provocation is finally concluded, the player 
who holds the highest bid names the trump, or game. He 
is called the Player for that deal, and the other players 
are the Opponents (or the Partners). 



NAMING THE GAME £7 

THE TOURNEE 

In a Tourn6e game, the count is small, therefore the 
loss will be light ; but a lost game counts to one's disadvant- 
age, however few the number of points, especially in tourna- 
ments, where " games won " is one of the events. It is well 
to be protected in every suit, and holding at least two Jacks, 
in bidding for Toum^e. 

If a player secures the make and elects to play Tourn6e, 
he turns one (whichever one he chooses) of the Skat cards 
to the view of the other players, and the suit of that card 
is trump. He then takes it into his hand, with the other 
Skat card which he does not disclose to view, and from the 
twelve cards he discards two to the table without facing 
them. These two cards may be placed in order as his first 
trick, for the points therein are counted for Player, after 
all the cards are played. 

As chance decides which suit will be trump, it may 
readily be seen why one must have a fair share of strength 
in every suit before venturing on a Toumee. There are, 
however, certain advantages in the Tournee make, which 
no other game possesses. For example, if one has high 
game cards, unprotected Tens, or so long a suit that Aces 
in it are likely to be trumped, they may be saved by dis- 
carding them to the Skat, where they will be counted for 
Player at the end of the play. Another advantage arising 
from the discard is the opportunity of leaving a suit blank, 
that Player may ruff high counting cards of the adversaries. 

In a Tournee make, there are eleven trumps, the four 
Jacks, and the Ace, Ten, King, Queen, 9, 8, 7 of the suit. 
There are seven cards in each of the plain suits, commenc- 
ing with Ace, which is highest. It is well to disabuse the 



28 SKAT 

mind of the idea that Jacks are suit cards. In Skat, Jack 
of clubs is no more a club than is any one of the other Jacks. 
If the symbols on every Jack were obliterated, and they 
were numbered Jack No. i, Jack No. 2 and so on, it would 
exactly explain their positions and value in this game. 
The four Jacks are always the highest four trumps, in this 
order: J4li, Ji^, ]^, J^, regardless of the suit, never 
changing their values, as in euchre. 

It is important to remember the number of trump cards 
and the number of plain suit cards without confusing their 
relative length, both in bidding for the trump, and in play- 
ing the deal. 

Follows a Toum^e hand: J^; J^; 10, K^i; Ace, K, 
8^; Ace, Q^; 10^. 

If a spade is turned. Player will hold six trumps of the 
eleven, and can draw two for every one led, if they are 
evenly distributed. The other Skat card may possibly be 
a spade also. If clubs turn, five cards are trumps; if 
hearts, five; if diamonds, four. In discarding. Player may 
be sure of 20 points of the necessary 61, by putting the 
10^, and the lo^k in the Skat. If a heart is turned and 
the other Skat card is a diamond. Player may discard the 
10^ ; or if a spade is turned it might be well to discard 
the QY and 10^. Much depends on the other Skat card. 

A good example of a Tournee hand is the following in 
three suits: ]^; J^; Ace, K, Q^fc; K, Q, g^; Ace, K^. 

In the Tournee game, the multipliers are the ''with" 
or "without" count and i for game. Schneider (if Player 
takes more than 90 points) is i more; and Schwarz (if 
Player takes all the points) is another i. The multipli- 
cands are 5, 6, 7 and 8. 



CHAPTER V 
NAMING THE GAME-Continued 

THE SOLO 

New elements are introduced into the game with the 
**Solo" make. Guards in each suit, as in Tournee, are 
superfluous, but length and strength in the trump suit are 
indispensable. The number and value of the cards are the 
same as in Tournee, but the multiplicand is 4 points higher 
in each suit. For example, in the diamond Tournee it is 
5, while in the diamond Solo it is 9; and thus in the other 
suits. 

The experienced Skat player, instead of counting the 
points he thinks he can take, reckons the value of the cards 
he will probably lose. It is a great opportunity when 
Player or Vorhand holds a strong leading hand. 

An average Solo is generally easier to win than a Tour- 
nee; but this is by no means an indisputable fact. Weakly 
guarded Tens or two or three weak cards of different suits 
are frequently fatal to a Solo make. Seven trumps, includ- 
ing at least one Jack, with an Ace, or a guarded Ten in 
another suit is a suitable Solo make. With less than six 
trumps, including at least one Jack, Player should have 
exceptionally fine cards in the other suits. 

In a hand like the following, although there are seven 
trum.ps in the spade suit, the make v/ould be extremely 
hazardous. Jjjfc; ]^; J^; 04^; 10, 9, 8, 74^; g^; 7^. 

Three weak suits give three leads to adversaries in those 



30 SKAT 

suits, with Ace and Ten in each against Player; and if an 
adversary has the lead, the game may be lost before Player 
has taken a point. Had he an Ace in any one of the three 
suits, the situation would be different. 

With two or three Knaves and two suits of equal length, 
it is an excellent rule to make the weaker suit the trump 
and keep the stronger for trick-taking after trumps are 
exhausted. 

In a holding like the following: ]J(^; ]i^; Ace, lo, K, 
QJf^y Q> 95 8, 7^, if Player makes it clubs, he will in all 
probability lose the game. He will have no suit excepting 
the trump suit. His hearts are worthless as plain-suit cards. 
But, in the lack of diamonds and spades, every one is valu- 
able for ruffing ; and his clubs are valuable both as ranking and 
as counting cards. Therefore the proper make is the heart. 

In Skat there is no card which is a nonentity as in some 
games. No matter what its intrinsic value, it has a value to 
the hand either positively or negatively, as will be seen later. 

Note this hand as an example in choosing the make: 

J*; J4; Ace, 10. K4t; Ace, lo, K^; lo, Q^. 

The club and heart makes are equally safe. 

Therefore make it the higher, the club. 

On the other hand, if two suits are equally weak choose 
the lower, as in the following: J^li; J^; J^; Ace, K, 
QJf,; Ace, K, Q^; g^. 

The club and heart suits are equally weak. Therefore, 
if a Solo is made, it should be the one with the lower count, 
the heart. To remember this rule, and never be tempted 
by hopes of greater gain to make an exception to it, v/ill 
prevent many a large minus from being scored against 
the Player. 



CHAPTER VI 

NAMING THE GAME-Continued 

THE GRANDO 

Of all games that delight the heart and raise the hopes 
of the Player, the Grando is the one most to be desired. 
Here one's best cards are not lost by being ruffed; here 
Player, particularly if Vorhand, is master of the situation. 
The four Jacks are the only trumps; therefore if a Jack 
leads, it calls for a Jack to be played. The Jacks drawn, 
the high cards are safe with all the points that can be 
captured with them. But a Player who depends only on 
Jacks, even if holding all of them, will assuredly come to 
grief. High counting cards are essential after the Jacks 
have been played ; or an entire suit on which the Opponents 
are compelled to discard sufficient points to give Player 
the game. 

In no make of Skat is good judgment more necessary 
than in the Grando; for the predilection for this make 
amounts to a passion with some players, even when at 
times a Solo would net more gain to the score. If one holds 
all the Jacks, there are 4 multipliers. If he can capture 
more than 90 points, he has '' 1 for Schneider." The 
declared Schneider and declared Schwarz are permitted 
in this make as in the Solo. 

Here is an example of a Grando hand: J4li; J^; J^; 
J^; Ace, 10, K, Q^d; A^; 7^. Only one trick can be 
lost on his hand, the diamond, on which the most that can 

31 



32 SKAT 

be **swarmed" is 22 points; therefore it is safe to declare 
a Schneider, which mtist be done before a card is played. 

In some holdings, if Player is Vorhand, he has a sure 
Grando, as he has the first lead, and can draw a missing 
Jack. But in this hand, holding all the Jacks (that is, all 
the trumps), and every other trick excepting the diamond, 
it is a sure Grando wherever the Player's position. He 
has 7 multipliers, thus: ''with 4," 4; game i ; Schneider, i ; 
declared Schneider, 1 = 7. The multiplicand for ''Solo 
Grando," as this make is called, is 20. Therefore the game 
is worth 20X7 = 140. 

With a sure Grando and the large multiplicand in mind, 
a beginner makes " Grando " without further consideration. 
But in the above example, if the game is named "clubs" 
instead of Grando the result is nearly as high. A de- 
clared Schneider is as safe as in the former make, and 
the Matadors are 8 in number, as the trump sequence 
continues unbroken from ]Jf^ to Q, the Schneider and 
declared Schneider making 2 more, 11 in all. The mul- 
tiplicand in club Solo is 12. Thus the value of the game 
is 12X11 = 132. 

In bidding for a Grando make, the player is guided by 
the attitude of Vorhand. If he holds the bid beyond the 
"Nullo" game, a bid of 20 (of which, later), the bidder 
must calculate on his probable holding of Jacks, and if one 
sees small probability of securing the make, it is poor 
policy to allow the maker of the game to read your suit, 
which will prove of great assistance to him in the manipu- 
lation of his cards. With the lead, and sufficient counting 
cards to make 61 points before Player can get the lead, 
it is Vorhand's plan to induce the bidder to bid high, 



NAMING THE GAME 33 

that his loss may be the greater. Too much eagerness in 
the bid has wrecked many a fond hope. 

If, however, both Opponents have passed. Player will 
not expect to find very much strength against him (unless 
the players are very timorous in the bid) and he may ven- 
ture with a lighter hand, believing high cards to be in the 
Skat. After studying the characteristics of each player 
at the table, Player will learn who passes when holding 
fair strength, and will himself avoid the make if holding 
only a moderately safe hand. 

Vorhand winning the make, here is a good example 
of a Grando make: J4k; ]^; ]^; Ace, lo, gjf^; 7^; Ace, 
K, QV. 

Having the lead. Player draws the other Knave, at once, 
and has no trump against him. If he wins more than 60 
points, his game is valued thus: 

''With 3," game i, making 4. Solo Grando is 20. 
20 X 4 = 80. If he wins he is scored plus 80. If he loses, he 
is scored minus 80. 

It is a hazardous game to bid for a Grando with only 
two Jacks when Opponent has bid beyond 20, as the miss- 
ing Jacks are in all probability in the opposing bidder's 
hand, accompanied by suit strength. If Player is not 
Vorhand, it increases the danger; and even if he is in Vor- 
hand's position, he should be protected in every suit, or 
have a long unbroken suit and the two high Jacks to war- 
rant a safe make. 

Here is a Grando make for Mittelhand or Hinterhand: 

J*; J^; J¥; J^; ^°> ^4^; ^4^; Ace, lo^; A^ . Only 

one trick can be taken by Opponents before Player has the 

lead, on which, under favorable circumstances, but 26, can 

3 



34 SKAT 

be swarmed. It is a club, and every other trick is the 
Player's. On this hand a declared Schneider should be 
announced. The hand would be of the following value: 

"With 4," game i, Schneider i, declared Schneider i, 
making 7 multipliers. Grando Solo is 20. .20X7 = 140. 

To distinguish between the relative values of a Tourn^e, 
a Solo and a Solo Grando, requires practice and a nice 
sense of discrimination. All-round strength in three or all 
the suits, with 4 in Jacks and Aces, marks the ideal Tourn^e ; 
but the distinction between the other two makes it more 
difficult. The lack of one card changes the situation 
completely. The beginner frequently declares Solo on a 
deal in which he holds a long and strong suit, which 
would be equally successful as a Grando, and, vice versa, 
thinks he has a fine Grando when a Solo would really give 
him a larger result. 

There are many rules for the make of these two 
trumps, but no infalHble one has yet been formulated. 
One rule for the Solo make is when Player has but two 
losing cards, but the player who never makes with less 
than eight winners will not figure on the score-sheet as a 
brave soldier of Skat. Another rule which is frequently 
followed is to make Solo when the length is in one suit, 
but with three Jacks, or with two black Jacks, and Vor- 
hand's position, it would be an excellent Grando. 

The best rule for making the trump is : learn to esti- 
mate the taking value of the cards in hand, the counting 
value of cards not in hand, the peculiarities of each oppos- 
ing player, and how to lead to clear suits and leave Player's 
remaining cards the winners. To learn this thoroughly, 
one must know when to bestow count judiciously on the 



NAMING THE GAME 35 

Opponent's tricks, to obtain greater count on later tricks. 
This is like American advertising. A miserly player will 
never become a Skat expert. Nevertheless, it is a game 
of strategy and one must learn when to give and when to 
withhold. When the rudiments of the game are mastered, 
illustrative hands will assist each Skat student to formu- 
late rules for himself founded on practice and experience. 
A bold game cannot be won by the timorous, nor a cautious 
game by the reckless player. Each to his own gift. All 
roads lead to Rome. 



CHAPTER VII 

VARIATIONS ON THE PRECEDING GAMES— THE DEC- 
LARATIONS—COUNTING THE SKAT CARDS 

There are several variations of the foregoing makes 
which are modern innovations and of doubtful value to 
the game. American players demand more chances than 
the normal number, and these variations supply that 
demand. They are sanctioned by the Nord Amerikanischer 
Skat Verband, the National Skat Association of this coun- 
try, and therefore used in the present-day game. 

TOURNEE GRANDO 

If a player secures the bid, elects to play Tournee, and 
turns a Knave, he ma3% if he chooses, advance his game to 
a Gran do. In such a case, he must state whether he will 
play Tournee or Grando before looking at the other Skat 
card. But if he does not wish to play Grando, the suit 
turned must be the trump. In the Tournee Grando the 
multiplicand is 12, instead of 20 as in the Solo Grando. 

The Tournee Grando has the same limitations in regard 
to the ''declarations" as the Tournee. In other respects 
it is played the same as a Solo Grando, with the advantage 
of saving high counting cards in the discard to the Skat. 
The temptation to play Grando, because of the rare hap- 
pening of turning a Knave, is a menace to success, and 
should be carefully guarded against. Frequently the suit 
game is more valuable and safer. 
36 



VARIATIONS 37 

In the Toumee Gran do, as in the Solo Grando, the four 
Knaves are the only trumps, each plain suit having seven 
cards. 

Here is an example of a Tournee Grando: Vorhand 
holds: J4k; Ace, lojf^; Ace, g^^; Ace, 9, 8^; K, Q^. 

Mittelhand passes, Hinterhand passes. It remains 
for Vorhand to name the trump or to declare Ramsch. 
He elects to play Toumee, and turns ]^. It is now the 
privilege to play spades or Tournee Grando. He should 
play the latter and his multipliers are ''with 2," game i, 
making 3 ; multiplicand 12. Value of game 36. 

PASST-MIR-NICHT 

Another variation of the Toumee is the Passt-Nicht — 
the abbreviation in common use. The successful bidder, 
or Vorhand if there has been no bid and he chooses to play 
Toumee, takes one of the Skat cards without showing it, 
and without mixing it with his other cards. If he approves 
the suit he shows it and places it in his hand. The suit 
thus shown becomes trump. He then takes up the other 
card and discards two cards as usual to the Skat. Thus 
far it does not differ from the Toumee game ; but if on look- 
ing at the first card, he does not like it, without showing 
the suit, he declares Passt-Mir-Nicht (accent on the first 
word) meaning literally " It pleases me not." Placing it in 
his hand, he then turns the other card to view, and that 
suit is trump, willy-nilly, as he can not return to the first 
after his Passt-Mir-Nicht declaration. If either turn is a 
Jack, he has the privilege of playing Grando, as in the 
Toumee game. If he does not show the second card before 
mixing it with the other cards, he must play the highest 



38 SKAT 

game which his opponents choose as a penalty. If in the 
Passt-Mir-Nicht game the Player wins, it counts the same 
as Toumee; but if he loses it counts double against him. 
This is the penalty for losing the game after having had 
the choice of two turns. 

FRAGE 

*'Frage" is now nearly obsolete. The player who 
declares Frage takes up both Skat cards without showing 
them, chooses a trump and discards. The multiplicands in 
Frage (Question) are diamonds i, hearts 2, spades 3, 
clubs 4. Frage (the simple game) is a portion of the 
original game, but its small count has caused it to be 
superseded by games of higher value. 

GUCKSER (or GUCKI GRANDO) 

In this game, both the Skat cards are taken into the 
hand without showing them, but before doing so Player 
must signify whether he intends to play Guckser or Frage. 
Where Frage is never played the announcement is not 
necessary, as the taking of both cards without showing 
either one signifies the intention of playing Guckser. 

In Guckser, only the Jacks are trumps. Although 
Player has the privilege of the discard as in the Tournee, 
he incurs the risk of a great loss. If he wins the game, 
the count is 16, but if he loses it counts double against him. 

The Guckser is the most nearly allied to the poker 
spirit of any of the Skat makes. Sensational players will 
destroy the noble game of Skat with trying Guckser makes 
recklessly when a safe Tournee or a Solo would be pre- 
ferable. A reasonable degree of speculation is a natural 



YARIATIONS 39 

concomitant of the game, but if it degenerates into wilful 
rashness, it is no more Skat, but Speculation — an Ameri- 
can, not a German diversion. 

A reasonable Guckser is the following: 

Vorhand holds Q, 74k; lo, K^j^; Ace, 8^; K, g, 8, 7^. 

Mittelhand holds Ace, K, gj||i; Q, 9, 8, 7^^, 10, g^; 

Hinterhand holds JJf,; ]^; 10, 8^^; A^; K, Q, 7^; 
Ace, 10^. 

InSkat:J4k;J4. 

Hinterhand has the reqtiisite holding for a Guckser 
make, and will score ''with 4," game i, Schneider i, mak- 
ing 6 multipliers. Guckser counts 16, thus the value of 
the game is 96. Schneider can be readily foreseen when 
the good luck of the Skat holding is disclosed; but it may 
not be declared, as the Skat cards are used. 

Whenever one of the Skat cards is turned. Player has 
the option of turning either the lower or the upper one. 

GRANDO OUVERT 

The rarest holding in Skat and the one of highest count- 
ing value is the '' Grando Ouvert." In bidding for a Grando, 
if Player's cards are sufficiently valuable to warrant the 
belief that he can take every trick he is justified in making 
an Ouvert. His cards must be faced upon the table, before 
a card is led, and played from that position. By his make, 
he announces he will take every trick, which is a declared 
Schwarz, and thereby includes all lesser counts. A declared 
Schwarz implies Schwarz, declared Schneider, and Schnei- 
der, making 4 multipliers, game is i, making 5, and in addi- 
tion are the Matadors which are contained in the hand. If 



40 SKAT 

Player has all the Knaves, he has 9 multipliers. Gran do 
Ouvert count is 24, just twice the Toumee Grando count. 
Thus the value of the game may be 24X9 = 216, the highest 
possible count in Skat. 

If Player loses a trick, even if of no numerical value, he 
loses the full value of the game. Should there be a Matador 
in the Skat, it is used as in the preceding games to increase 
the value of his hand, but the counting value is of no con- 
sequence, for in the Ouvert games, contrary to the usual 
Skat law, points have no value, tricks only counting, and 
one trick lost in Grando Ouvert, all is lost. Here again, 
the German scorn for pretentious assumption of superior 
strength is expressed in the penalty. 

Here is an example of a Grando Ouvert make: J4k; J^] 
JV; J4; A4t; Ace, 10, K^^; Ace, lo^. 

Here is one with three Knaves: ]Jf^; ]^; J^; Ace, 10, 
K, Q^; Ace, 10, K^. 

Here is one if Player is Vorhand, with only two Jacks: 

J*; !♦*> A4i; Ace, 10, K^^; Ace, lo^; Ace, lo^. 

THE DECLARATIONS 

In the Solo make there are two multipliers not per- 
mitted when the Skat cards are used. In Toumee, if Player 
takes more than 90 points in his tricks, he counts " i for 
Schneider," as one of his multipliers. But in Solo, if his 
hand is exceptionally good and he can count in advance 
with a sufficient degree of certainty on capturing 91 points, 
he may "declare a Schneider," before a card is led, and if 
successful, it gives him another multiplier, including i for 
Schneider also, as the higher count includes the lower. 
Likewise, in Solo, Player calculates his hand as sufficiently 



COUNTING 41 

valuable to take every trick (120 points) he may "declare 
a Schwarz," and if successful, he is allowed all the lesser 
count, i.e,, 1 for declared Schwarz, i for Schwarz, i for 
declared Schneider, i for Schneider, making 4 multipliers 
besides i for game, and the Matador count. 

In any game where the Skat cards are used, the declara- 
tions are not permitted, though the Schneider and Schwarz 
count are always allowed. 

These declarations must be made before a card is played, 
and it is well for Player, when he is not Vorhand, to make 
them quickly, when discarding, as when Vorhand is an 
Opponent, he will lead before a declaration can he made, if 
possible. If the declaration is not fulfilled, the entire value 
of the game, declarations included, is placed to Player's 
minus score, even though he has taken more than 60 
points. Such is the punishment bestowed upon the un- 
duly ambitious Skat player, while to the unduly cautious 
player there is no award, neither is there any sign on the 
score-card of a brave attempt. Such a record is a more 
discreditable one than the other. 

COUNTING THE SKAT CARDS 

Although the Skat cards are not seen by any of the 
players until the cards are played (except in Toumee) 
they are counted with Player's cards at the end of the play. 
Counting cards found therein may materially assist his 
game, but if a Jack is found it may destroy a game already 
won. If, for example, he has played a club Solo, holding 
J^ and J^, he would reckon his game, ''without 2," game 
I, making 3 multipliers. The club Solo is valued at 12. 
Player has bid to 25, and won the make. The value of 



42 SKAT 

this hand is 12X3 = 36. He is entitled then to score 36. 
His hand must be worth his bid and is scored for its full 
worth if its value is more than his bid. On looking at the 
Skat cards at the end of the play, if the J4k should be 
there, the hand is ''with i" instead of ''without 2." 
Thus he loses a multiplier and his hand is worth only 
12X2 = 24. As he has bid 25, he is a loser; and as he 
must lose a multiple of his game (club Solo, 12), he is 
scored minus 36, as Player never loses less than his bid. 
This is "overbidding" his hand, innocent of any such 
intention as he may have been. 



CHAPTER VIII 

GAMES WITHOUT TRUMPS 

SOLO NULLO 

In each of the preceding ''makes/' there has been a 
trump, either suit or Jack; and the taking of sixty-one 
points or more has been essential to success. But Skat 
was founded on democratic principles, and equalization 
is the quality which distinguishes it from all other games. 
This characteristic is ever-present, whether in the make or 
the refusal to bid, with possession of high counting cards, 
or absence of the same, in the discard, and in the swarming, 
and there are compensating advantages in either the offen- 
sive or defensive game, the affirmative or the negative 
quality of the hand. 

High counting cards are not always the weapons of 
warfare of the victor. There are occasions where they are 
a distinct disadvantage. 

In the game called ''Nullo,'' the lower the cards, the 
more valuable is the hand. It is a comparatively modem 
addition to the Skat games, as a compensation for players 
holding worthless cards. Although the name Nullo signi- 
fies a complete nullity it has a place in the list of makes, and 
has a fair counting value, 20. 

In this game, tricks count, points are immaterial. If 
Player succeeds in remaining a nonentity, and takes 
no trick, he wins his game and is scored plus 20. But, 
if he takes a trick he is a loser and is scored minus 20. 

43 



44 SKAT 

As soon as he takes a trick, the play ceases, for he can 
lose no more. 

There is no multiplicand, no multiplier, no Schneider 
nor Schwarz. Neither is there any trump. The cards even 
change their rank for this game only, and rank as in whist, 
as follows: Ace, King, Queen, Jack, lo, 9, 8, 7. Thus 
each suit has eight cards with no trumps, and Jacks and 
10 are relegated to a lower place. 

When a player bids to 20 and then passes, it is gen- 
erally presumed he has a Nullo hand and the successful 
bidder and maker of the trump reckons on no opposition 
from his hand. It is not always safe to count thus, as the 
cards may be of such a quality as to cause some anxiety 
even to a Solo or a Grando maker. 

Here is an example of a Nullo hand: 

Q, J, 9, 8, 74; K, 8, 7^; 8, 7^. 

Another: 

Q, 8, 74t; 9, 84^, Ace, 8, 7^; 9, 7^. 

Another: 

Ace, K, Q, J, 8, 74I1; 9, 8^; 8, 7^. In this example, if the 
bid loses, the club suit would be an important factor in the 
game. Thus it will be seen that all Nullo makes are not 
alike in being nonentities when opposed to a suit make. 
The game Skat is full of surprises, and a player must be 
prepared at all points; for the weapons of the opponents 
are various and of peculiar construction. 

GUCKI NULLO 

When both Skat cards are taken into the hand, two 
discards made, and then played as above, the count is 
plus 15 if won, minus 30 if lost. 



GAMES WITHOUT TRUMPS 45 

GUCKI NULLO OUVERT 

This game is the same as above, excepting the cards of 
Player are placed on the table before a card is led. The 
count is plus 30 if won, minus 60 if lost. 

NULLO OUVERT 

As in all Ouvert games the cards of Player must be faced 
on the table before a card is played. As in all NuUo games 
Player must lose every trick to be a winner. If he succeeds, 
he is scored plus 40, but if he takes a trick, the game is fin- 
ished and he scores minus 40. It must be a poor hand 
indeed when he can not be compelled to take a trick even 
with all his cards exposed. 

Here is an example of a Nullo Ouvert hand: 

9, 8, 74i; 10, 9, 8, 7^] 8, 7^; 7^. 

Here is one of a different holding: 

Ace, K, Q, J, 10, 9, 7^; 7^5 8, 7^- 

In the game as played a few years ago, the first trick 
was played before exposing the cards, but it is not so in the 
game of to-day. There was also a Tournee Nullo, which 
has been abandoned. If in turning a Skat card for a Tournee 
game, it was a seven. Player might have the option of play- 
ing the suit, or Nullo. Since the Passt-Mir-Nicht has been 
adopted, Tournee Nullo is omitted from the list of makes. 

** Revolution" is another Nullo game. All players face 
their cards on the table, and Opponents may consult and 
exchange cards in attempting to defeat Player. The count 
is 60. The game is not authorized by the National League. 

No prizes are given in Skat tournaments for a Nullo game. 
It was introduced as a consolation opportunity for holders 
of poor cards to equalize to some extent their chances. 



CHAPTER IX 

A COMPULSORY GAME 

RAMSCH (or RAMSES OR RAMPS) CARDS IN SUIT 

This is a remnant of one of the old University student 
games, called Beer-Skat, in which only minus points were 
recorded. It has proved so valuable an adjunct of the 
modern game as to be adopted permanently. 

With so great a variety of makes, one might suppose 
no deal would be passed without a choice by one of the 
three players. It will be found, however, that at every 
Skat table there is a "spoil-sport," or a timorous player 
who will refuse to bid though holding a fair hand. Some 
refuse from lack of initiative, some in order to beat the 
Player and thus place a minus score to his discredit. 

No deal in Skat passes without being played. If no 
player will bid it becomes the duty of Vorhand to announce 
Ramsch. In Ramsch each plays for himself and takes pos- 
session of the tricks he wins. All suits are equal. There is 
no multiplicand nor multiplier; no Schneider nor Schwarz. 
The cards rank as in Grando, the Knaves being the only 
trumps. There is a difference, however, in the aim of the 
Player. For, in Grando, Player aims to get as many points 
in his tricks as possible, while in Ramsch, one seeks to avoid 
taking tricks containing cards of numerical value. The 
number of tricks is immaterial, but the player having the 
highest aggregate of points in his tricks is scored minus 20. 
If one of the players takes no trick, the loser is scored 
46 



A COMPULSORY GAME 47 

minus 30 ; and if the loser takes all the tricks he is minus 
50. A player who takes no trick is called a jungfer, but has 
no plus count as formerly. If there is a tie, the one who 
takes the last trick is the loser. The Skat cards also belong 
to the winner of the last trick. If a player fails to bid 
when holding good cards, the declaration of Ramsch with 
its attendant results is a just punishment. No one can bid 
for Ramsch, and only Vorhand can declare it when all have 
declined to bid. 

Ramsch is a somewhat difficult game to manage. Un- 
like Nullo, where one must avoid taking a single trick, in 
Ramsch it is sometimes advisable to lead high cards in the 
beginning. If the leader holds a red Knave, it is good policy 
to lead it at once, for a player who holds a black Knave will 
trump a worthless trick with it, at the first opportunity. 
With a long suit, the lead of the middle card is the proper one. 

It is not necessary to keep count of the points taken 
during the play of the deal as in the trump makes ; but it is 
essential to remember the number of cards of each suit 
already played, or a player may be left with the lead and no 
losing card in hand. 

Here is an example of a Ramsch game: 

Mittelhand holds Ace, 9, 8, 74k; K, Q^; A^; K, 8, 7^. 

Not having sufficiently valuable cards to make the 
trump, nor cards so worthless as to warrant him in making 
Nullo, Mittelhand passes. 

Hinterhand holds J4k; 10, K, Q^k; 10, 84^; K, 9, 8^; 
A4. 

Hinterhand might be justified in bidding 10 for a Tour- 
nee make in order to prevent a Ramsch declaration, but 
he passes. 



48 SKAT 

It is now Vorhand's option to make the trump without 
bidding, or to decline to make. He holds J^; J^; Ace, 9, 
74^5 Q? 7V5 ^o, Q, g^. It is a question whether Vorhand 
should try a Tournee. If he decides to declare Ramsch, he 
leads his J^. 

He dare not lead the J^ when he again has a lead, for 
fear the J^ may be in the Skat, as is the fact, and thus 
both Opponents will swarm as many points as possible on 
his trick. He trumps in with his J^ on a trick containing 
a comparatively small number of points, when the oppor- 
tunity occurs. 

Here is another example of a Ramsch: 

Mittelhand holds J^; K, 74^; Q, g^; 10, 9, 7^; Ace, 
9^. He passes. 

Hinterhand holds J^; Ace, 10, 9^1; 10, 8^1^; K, 8^; K, 
Q^. Hinterhand passes. 

Vorhand holds Q, 84I1; Ace, K, 7^; Ace, Q^; 10, 8, 

In Skat are ]Jf^, jy. 

With this holding Vorhand would declare Ramsch, and if 
properly played, Hinterhand will get the count of minus 20. 

If in the play of Ramsch a player realizes his number 
of points taken and in hand will make him the loser, and 
one player has no trick, he should use his skill to give a 
trick to that player, that there be no jungfer, to increase 
his minus score. 

If points are evenly divided between two players, the 
third player should endeavor to give points to the one 
having highest score, in order to decrease his plus. This 
method of strategic play requires memory and a clever 
manipulation of the cards. 



A COMPULSORY GAME 49 

If there is no danger for oneself and an Opponent has 
an opportunity of remaining jungfer, help it along by taking 
a trick from him when possible, in order to increase the 
minus of the loser. 

With the playing of Ramsch, concludes all the possible 
makes. Before proceeding farther, it will be well to reca- 
pitulate for the student the number of cards and values of 
each. 

CARDS IN SUIT 

In Toumee, there are eleven trumps, and seven of each 
of the three plain suits. 

In Solo, there are exactly the same number of each, as 
in Tournee. 

In Grando, there are four trumps (the four Knaves) 
and seven cards in each of the four plain suits. 

In Tournee, Solo and Grando makes Player must take 
6 1 points or more to be a winner. 

In Ramsch, there are four trumps (the four Knaves), 
and seven cards in each of the four plain suits. In Ramsch, 
there is no winner. The highest number of points taken in- 
dicates the loser. 

In Nullo, there are no trumps, and eight cards in each 
of the four suits ranking as in whist. In Nullo the Player 
wins if he does not take a trick, loses if he takes one. 

In Passt-Mir-Nicht, the cards are the same as in Tournee, 
and in Guckser the same as in Grando. In these two games, 
if Player loses, twice the value of the game is scored against 
him. 

One should not forget that of these thirty-two cards, 
there are two in the Skat. 



CHAPTER X 
PRINCIPLES OF THE GAME-THE LEAD 

Skat requires closer concentration than any other 
modern card game, and is consequently more exhaust- 
ing. The plan of making up the tables of four players 
each is therefore adopted in order that one may rest at 
every deal. 

One difficulty in learning Skat is that of trying to com- 
pare it with other games. If one tries to play by whist 
rules, he will fail as ignominiously as another will in attempt- 
ing to apply the rules of euchre. The student should make 
a tabula rasa of his card memory and commence with a 
clean slate ; for it is like no other card game in principle or 
in execution. The unknown factor of the Skat secret will 
wreck the apparently surest combination of cards at one 
time, and make a success at another of an apparently absurd 
and reckless bid. 

Nevertheless, one must take chances or one is not worthy 
the name of a Knight of Wenzel. It is a game of combina- 
tions and contradictions; and herein lies one of its chief 
charms. The exceptions are as numerous as the rules, 
and with each deal the situation may be entirely opposed 
to those which have preceded it. 

In Skat, all things are possible, and nothing is certain. 
The element of the unknown, of mystery, combined with 
the variance of skill and chance render it the most capti- 
vating and elusive of games. 
50 



PRINCIPLES— THE LEAD 61 

THE LEAD — VORHAND AS TRUMPMAKER 

The bid having been won, the game to be played named, 
and the Skat cards appropriated, Vorhand makes the first 
lead. If he is the maker of the trump, his lead will not be 
the same as if he were an Opponent. Neither will it be the 
same in a Toumee or a Solo make as in a Grando or a Nullo. 
The variations are so many that it will be well to take them 
in order. 

In Skat, trumps are the soul of the game; therefore 
whether the make is Tournee, Solo or Grando, the trump 
lead should be the first one by the maker of the game. 

If Vorhand names the game, he leads trumps at once: 
if long in the suit, to save his counting cards later; if short, 
to take two of his Opponents' for every one of his own, and 
also to conceal his weakness in the suit. For, if he does 
not lead trumps. Opponents surely will, and vice versa. 

When he cannot keep the lead he should attempt to 
throw the lead into the hand of the opponent at his left, 
that he may play third to the trick. His opponents will 
endeavor to place him between them that they may have 
him at their mercy. If he is second player on a trick, he 
knows not how to get rid of his weak cards without loss; 
for if he discards, Opponents will swarm points on a trick; 
if he trumps, Opponent at third hand will throw away his 
losing cards, or overtrump. 

If the turn has been unfortunate, Player may find his 
ingenuity severely taxed to save the game, and strategic 
leading his only safeguard. 

If one Opponent has the high trump cards, it is better 
to lead plain suit, for in the lead of small trumps one Op- 
ponent will swarm while the other captures the trick. 



52 SKAT 

As to the particular card proper for the first lead, no 
rule can be formulated which will apply to every case. In 
a Toumee hand like the following, hearts turned: J^; K, 
Q, 8^; Ace, lo, Q, g^ ; Ace, K^; the play of the 9^ 
would be a good leader. Holding Ace, Ten of trumps, 
no points in the suit can be swarmed higher than a King, 
and two trumps are drawn from Opponents. On return of 
lead, play Queen. 

In the following Solo hand, clubs trumps: J4^; J^; 
J^; Ace, K, QJf^; lo, Q^ ; Ace, K^, the lead of J^ is 
correct. If it takes, continue with the J^. 

In the following Grando, J4k; J^; Ace, lo, K, g^li; 
Ace, K^l^; lo, Q^, the first lead should be J4k- 

If J^ does not fall, lead the clubs until it does. The 
spade or diamond lead will then come to Player, and an 
opportunity for a finesse will occur. If hearts are led, a 
trump is in hand. 

In the first lead of NuUo, Vorhand as maker of the 
trump has a disadvantage. In every other make the first 
lead is desirable. In Nullo, where there are no trumps, 
and where the capture of a trick proclaims the loser, the 
position of the third hand player is preferred to any other. 
If Vorhand makes it Nullo, it is an unwise policy to lead 
from a long suit, as the missing cards may be in the Skat. 
Opponents will not return a Nullo-maker's lead, and for 
this reason it is unwise to lead a singleton seven. Holding 
a singleton nine or eight, lead it, as after one Opponent has 
had an opportunity of discarding, leaving the suit blank, 
the other may lead the seven. Holding nine and seven of a 
suit, lead the nine. 

In the following Nullo hand, g, 7^1; J, g, 8, 7^; 7^; 



PRINCIPLES— THE LEAD 53 

K, 8, 7^ ; the g^li would be a good lead; or the 8^, as the 
King is a dangerous card and the Nullo-maker's lead will not 
be returned. 

In the following Nullo Ouvert hand: g, 8, 7^; Ace, K, 
Q> J> 9» 8, 7^, lead the 9^, for if 10^ is in the Skat, the 
seven of the suit would make. 

In Ramsch, if Vorhand has a red Jack, there is no bet- 
ter play than to lead it, but reserve a black Jack to ruff a 
worthless trick. It requires watchfulness to avoid holding 
high cards at the end of the game, as then one cannot 
throw the lead and will capture many points. 

In a Ramsch game with this holding: J^; J^; Ace, 
Q, 9, 74t; K, 84^; 8^; 8^; the lead is J V- If not holding 
the red Jacks, but a high card in each red suit, lead ^4^; 
if high cards in one red suit, lead the singleton red card, 
that discards may be made in that suit. 



CHAPTER XI 

THE LEAD— MITTELHAND, TRUMPMAKER 

Vorhand, as one of the Opponents, plays on different 
principles from those governing him as maker of the trump. 
If Mittelhand is the maker, Vorhand leads from his longest 
suit, if happily, he possesses the bliss of the long suit. The 
rule is thus tersely expressed: Short road — long suit; long 
road — short suit. Thus, if Mittelhand is the trumpmaker — 
short road — lead from long suit ; if Hinterhand is the trump- 
maker lead from the short suit. This rule is, however, 
capable of exceptions, as are all rules in Skat play. 

If Vorhand has a long suit in trumps headed by high 
cards, he should lead them: for if he has no plain suit to 
make after trumps are exhausted, his partner may have 
one; but if Vorhand has a long suit of trumps, low cards, 
and no plain suit, it would be manifestly foolish to com- 
mence thus until he had discovered the tactics of the trump- 
maker. If Mittelhand, trumpmaker, on getting the lead in 
Tournee, leads plain suit cards, called Auf die Dorfer gehen 
(** Visiting the hamlets'')? Opponents know the turn has 
been unfortunate and his trumps are few. They should 
then lead trumps at once, if either one can get the lead. 
Opponents desire to weaken Player's trump strength, and 
to prevent his discarding his ladons (cards of no counting 
value). In any one of the Tournee games, he has an oppor- 
tunity of discarding two of his cards, and if the turn is not 
favorable to his success, he has discarded cards with points 
54 



THE LEAD— MITTELHAND 55 

to save a Schneider, and may still hold worthless cards in 
hand. 

In case, therefore, Vorhand cannot advantageously lead 
trumps, he should play his long suit, leading Ace and other 
high cards to force Player to trump. Should he perceive 
that Player is discarding his ladons, and that his partner 
is not swarming high counting cards, he should change the 
suit. 

With the following holding Vorhand should make an 
exception to the rule: K, 9, 74k; Q, 74^; Ace, K, 9, 8, 7^. 

Mittelhand has turned a trump club. If he held 10^ 
he has assuredly placed it in the Skat. If not in the 
Skat, it is in the partner's hand, probably unguarded. 
Lacking hearts, Vorhand may be able to swarm the A^ 
later in the game; and if he leads 7^, Mittelhand is not 
tempted to trump. The regular lead of the A^ would 
possibly entail a loss of 21 points. Had Mittelhand named 
a Solo game, the conditions would have been different, as 
he would have had no opportunity of discarding. 

If when Mittelhand gets the lead, he leads trumps, 
Hinterhand should endeavor to put Vorhand in the lead, 
when he should endeavor to force Mittelhand's trumps by 
leading high cards for him to ruff. 

If Mittelhand has made it Solo, it is generally best to 
lead Ace of a long suit, and then change the suit to pre- 
vent Player from discarding. If Vorhand has Ace, Ten 
in the same suit, he should lead the stiit twice, even though 
he knows the Ten will be trumped. It is better to lose the 
Ten than to allow the Player to discard his short suit. From 
a suit headed by Ten, King, the King is the better lead. 
In all cases where a card of small counting value will effect 



56 SKAT 

the same result as one of high value, play the lower, even 
if the low cards are King and Queen. One point may win 
or lose the game. 

Prof. Hoffman declares that of ten Solo makes, nine 
have a weak point in the ladons (Fehlkarten). To take 
advantage of this fact, Opponents must keep changing 
suits in order that Pla3^er may not have an opportunity of 
discarding. 

Opponents should seek every opportunity of placing 
Player in the middle that one may play before and the other 
after him. If they cannot effect this, they should endeavor 
to put him in the lead where he cannot make his tenaces, 
the best and third best cards of a stdt. He can make two 
tricks with a tenace, if he can play third, but only one 
trick if he leads from it. 

The following cards show the situation at the close of 
a hand in a recent club game. 

Vorhand held K, g^i; Ace, K^. 

Mittelhand held QJf^l ^o, Q, 7^1^. 

Hinterhand held 7, SJf^] 9? 7 V- 

It is Mittelhand's lead. Diamonds are trumps. Mittel- 
hand holds a minor tenace in spades, Vorhand the major 
tenace in the same suit. If Mittelhand is not compelled to 
lead a spade he can make his Ten. If he leads the suit, he 
makes neither Ten nor Queen. If Mittelhand leads Q4li, 
Vorhand will refuse to take the trick, and the other tricks 
are his with their 32 points. If he takes the Q4i, he 
gains only 21 points. If Mittelhand leads the small spade 
Vorhand gains every point. 

When Mittelhand makes it Grando, the situation is 
hazardous. The chief object of the Opponents is to draw 



THE LEAD— MITTELHAND 57 

Player's trumps as early in the game as possible in order 
to make their own suits. Should Vorhand be so fortunate 
as to hold the highest Jack he should lead it first, and then 
seek by the play of high cards to force Knaves from Player's 
hand. Should Vorhand hold a low Knave he should com- 
mence with his long suit unless he has such guards in every 
suit as to establish the probability of a re-entry. An unusual 
situation, but not an impossible one. 

If Vorhand has any other Jacks than the highest, he 
should lead his long suit, keeping the Knaves for later play. 

The Gran do may be a Passt-Mir-Nicht, or Tournee 
Grando. In this case, having neither the highest Knave 
nor a strong suit, Vorhand may advantageously lead the 
suit of the turned Jack, as Player is doubtless weak in that 
suit. 

Another guide to the first lead is the suit on which the 
partner has presumably bid if Vorhand can fathom his 
intentions. 

Whatever Vorhand may lead, he should not lead from 
a short suit, nor a singleton when Grando is the make. 

If Player leads out of turn, the game terminates, unless 
the Opponents wish to continue, for the purpose of increas- 
ing Player's loss. He loses, even though his cards would 
have won the game. 

THE LEAD, HINTERHAND TRUMPMAKER 

The lead of Vorhand when Hinterhand makes the trump 
is not materially different from that in which Mittelhand 
is the trumpmaker. It must be strictly conservative, as 
Hinterhand has an advantage in being the last player. 
The first lead should be an Ace when possible, and some 



SKAT 58 

idea of the holding of the other players may be gained by 
the fall of the cards. 

Should partner have a renounce in the suit, and Vor- 
hand the next best, it would be advantageous to lead it a 
second time, that partner may swarm or renounce as best 
suits his holding. 

The lead of a singleton may be an excellent play later 
in the game, if the trumpmaker is second player to the 
trick, but the practice of commencing a game with a single- 
ton is a dangerous precedent to establish. 



CHAPTER XII 
HARMONY BETWEEN PARTNERS 

THE LEAD IN NULLO GAMES 

In any game of Skat, it is essential for the partners to 
play in perfect harmony, but the percentage of players 
who invariably do so play is exceedingly small. The dis- 
cipline of systematized methods under which bridge and 
whist experts have been developed, more fitly prepares 
them to play in accord than the practice of other card 
games ; but the methods of Skat play are radically different 
from those of the whist games. For those players who 
have abandoned whist and bridge to play Skat, and 
imagine they can apply the rules of those games — will be 
playing as R. F. Foster has so aptly described it, "a, game 
of their own invention, but not the game of Skat.'* 

In no game is the necessity for perfect accord more 
marked than in that of Nullo. Clever counter-play can 
in the majority of cases defeat the maker, for if his holding 
have no weak place, he would have declared Nullo Ouvert. 

In the trump makes, the first aim of the Opponents is 
to exhaust Player's trumps. In Nullo, there is no trump, 
and different tactics are in order. 

In Nullo, when Mittelhand or Hinterhand is the maker 
Vorhand should lead a singleton, whatever the value of 
the card. When he has thus secured the opportunity of 
a renounce in that suit on subsequent leads, there is a fair 
chance of forcing the NuUo-maker to capture a trick. 

59 



60 SKAT 

If Vorhand has no singleton, he should lead a card of 
intermediate value. In the following hand, for instance, 
held by Vorhand, Mittelhand, maker: K^b; Ace, Q, 8^; 
K, 10, 9, 7^; J, 9^, Vorhand should lead the KJf^. 

But if the holding was as follows: K, J4k; Ace, Q, 8^1^; 
K, 10, 7^; J, 9^, an intermediate card is a better lead, 
or the top of short suit, J^. The lo^ is an intermediate 
card. 

Whatever Vorhand leads first, his partner should return 
it when he gets the lead, unless Player has a renounce in 
the suit. 

If an Opponent cannot return his partner's lead he 
should lead his renounce as the next best play. 

Unless one is possessed of rare intuition, he should never 
return Player's lead, although there are times when he is 
feinting, and the fall of the cards may disclose his holding. 

In the following deal Vorhand holds these cards, and 
makes Nullo: K, 8^^; 8, 74^; Ace, Q, J, 8, 7^; 7^. 

If he leads a heart and one hand holds the other three, 
he will be compelled to take the third trick and lose the 
game. If he leads a diamond or a spade, it will not be led 
to him, as it is seldom safe to return the maker's lead in 
Nullo. Knowing it will not be returned, he leads the 84k, 
trusting the 7 is not in the vSkat. 

Mittelhand holds Q, J, jJh'^ Ace, K, 94;J, 10, 9, 8^. 

Hinterhand holds Ace, 9^1; Q, J, lo^jk; K, 10, 9^; K, 

A^ and 104I1 are in Skat. - 

Hinterhand is compelled to take the trick and therefore 
takes it with his highest, the Ace. What shall he return ? 
His cards are all high, and if he rises to the occasion, he 



HARMONY BETWEEN PARTNERS 61 

will suspect Vorhand of a feint in the lead, and return the 
94^. If he leads any other card, Vorhand wins his game 
by not taking a trick. Every heart trick is safely lost if 
led to Vorhand; on the second lead of diamonds, he will 
discard his K^b^ This is one of those unusual cases, the 
exception, not the rule. 

If Mittelhand or Hinterhand makes Nullo, and Vor- 
hand's cards are so high it is impossible to throw the trick 
to Player at once, he should lead his high cards first, as 
the winning of nine tricks is no obstacle to ultimate victory 
if Player can be compelled to take the other trick. 

Opponents should seek every opportunity to put Player 
in the middle as in the trump games. 

If Vorhand as an Opponent has two singletons, he should 
lead the lowest one first and play the other as his first re- 
nounce. 



CHAPTER XIII 

THE DISCARD 

TO THE SCAT 

To the raw recruit in the Skat battle a discard means 
simply an abandonment of worthless material, but to the 
experienced warrior its purpose is far more complex. 

Under the head of discards may be placed the discard 
to the Skat, the throwing on, and the throwing off. 

In all the Tournee games, Tournee, Tournee Grando, 
Passt-Mir-Nitch, Tournee Nullo, Guckser Grando, and 
Guckser Nullo, the Skat cards are available and Player is 
permitted to select ten cards of the twelve at his disposal 
with which to play. The two other cards constitute the 
discard to the Skat. There are two purposes in this dis- 
card — to rid the hand of unnecessary cards and to place 
valuable counting cards in the safe stronghold of the Skat, 
that their loss may not assist in the defeat of Player's game. 

First, as to the riddance of superfluity. Player should 
discard all, if possible, of a short, valueless suit, that he 
may trump when the valuable cards of that suit are led. 
An unguarded Ten, or a Ten singly guarded, leaving the suit 
blank, is an excellent discard, even if worthless cards of 
another suit are retained, if the hand is weak, as a com- 
pulsory discard in the play of the weak card will be prefer- 
able to the discard of the Ten. But, with Ten, King only 
in a suit, another discard would be generally more satis- 
factory, as one of that suit will make. With Ace and one 
small in a suit, the small one would be a suitable discard, as 



THE DISCARD 63 

the opportunity of trumping the Ten is a probable result. 
An Ace singleton is occasionally discarded, but it is an ex- 
ceptional cas.e where such a contingency is likely to occur. 

An example of a discard to the Skat follows: 

Mittelhand passes, Hinterhand passes, Vorhand holds: 
J*; J4^; JV; lo. K^^; K, g^; K, 9, 7^. Vorhand turns 
A^. The other Skat card is A^J^. Vorhand discards the 
K and g^. A beginner will discard the club suit, thinking 
the 14 points saved the important feature. One of the club 
tricks is safe and 4 points of the heart suit, with the 
opportunity of trumping both Ace and lo^ by leaving 
the suit blank. 

In discarding to the Skat, one must not only consider 
what to throw away, but what to retain, which is quite as 
important. In the matter of retaining it is advisable when 
possible to keep a *' close hand," i,e., cards in an unbroken 
sequence. 

An example of this follows: 

Vorhand holds J4t; ]i^\ J^; Ace, 10*; Q, g4^, 8^; 
K, g^, Mittelhand passes, Hinterhand passes. Vorhand 
makes it Guckser, and takes Q^ and Q^ from the Skat. 
To keep the diamond sequence he discards the tw^o hearts. 
He loses two spade tricks with 2% points, one diamond 
trick wth 24 points, making 52 points, and the remainder 
of the tricks with the points are his own. 

In discarding to save counting cards in the Skat, a 
student in Skat is wont to remember only the points to be 
saved, forgetting the capturing quality of cards in hand. 
There are times when Tens and even Aces must be discarded 
to the Skat, and tim.es when they are more valuable in the 
hand. In the following hand Mittelhand passes and Hinter- 



64 SKAT 

hand holds: ]i^; ]^; J4; K, Q, gjf,; lo^; Ace, lo, K^. 

He bids lo and Vorhand passes. Hinterhand turns Q^> 
The other Skat card is lo^. He discards the singleton lofjp. 
The diamond suit may be in danger of being trumped, as 
he holds three; therefore he discards the A^ and leaves 
the heart suit blank that he may trump the Ace when led, 
and also saving 21 points in the Skat. 

It may seem absurd to advise the Skat student to dis- 
card trump card to the Skat, 3^et there are occasions when 
it w^ill save the game. Here is a case in point. 

Player as Hinterhand takes Tournee, and turns A^. 
The other Skat card is Qij^. 

Player holds J^t; K, Q, gjf^; K^; Ace, K, Q^; 10, 7^. 
As there is danger of losing the Ace and Ten of trumps 
Player discards them to the Skat. 

In a long, plain suit, headed by Ace and Ten, if Player 
is weak in trumps, he should throw Ace and Ten to the 
Skat, as he can have but little hope of saving them in the 
play. 

If, however, it is a Guckser, the discard will have differ- 
ent features. As there is less probability of Tens and Aces 
being trumped, they are more valuable in the hand as tak- 
ing cards than in the Skat. Unguarded Tens should of 
course be saved in the Skat. 

In an example like the following: 

Player holds J^k; ]^; J^; lojf^; Ace, K4^; K, 7^; 10, 
K^. He makes it Guckser, and finds jy and S^ in Skat. 
The lo^i will naturally be one of the discards, but if a stu- 
dent thinks to save a fine card by the discard of the 10^, 
he will rue it. The K^ is the proper discard; otherwise 
there is no trick in either suit without trumping. With 



THE DISCARD 65 

Ten, King in a suit one trick is certain and a possible dis- 
card of the 7^ on a valueless club trick will leave the heart 
suit free for ruffing. 

THROWING ON, OR SWARMING 

The second form of discard in this game is called swarm- 
ing. It has various appellations, smearing and fattening 
being used indiscriminately, but the word swarming is more 
popular than the others. 

The Partners playing in harmony to defeat Player's 
game use every endeavor to win 60 points in their united 
tricks. To effect this result, judicious swarming must be 
practiced at every opportunity. An Opponent having a 
renounce, plays to his partner's trick a high-scoring card 
of another suit. This is most effectively done when Player 
is second in play to a trick ; for if he renounce or follow suit 
with a lower card , third player may take advantage of the 
chance by saving a high counting card ; and if Player trumps, 
Opponent may renounce a weak card or blank a suit, in 
order to swarm on a subsequent trick. These tactics 
on the part of Opponents will inevitably embarrass 
Player, and if the suit is long, may result in his com- 
plete defeat. 

The position requiring the most insight as well as judg- 
ment in weighing probabilities is when the Opponent having 
the renounce, plays second to the trick. Not knowing 
whether Player at third hand can capture the trick, or 
otherwise, he is in a perilous dilemma. If he does not 
swaiTQ, and the trick is taken by partner, he is chagrined 
indeed; and if he swarms a card of large cotmting value, 
and Player takes the trick, he is in as great grief as before, 
5 



66 SKAT 

Here is an example of a swarm at second hand on 
Player's lead. 

Mittelhand passes. Hinterhand bids to 22 and passes. 
Vorhand turns 0V> therefore heart Toumee is the trump. 
Vorhand leads J^, Mittelhand holds Ace, 7^, and think- 
ing Hinterhand must have ]Jf^ or ]^ as he bid beyond the 
Nullo count, he throws on A^. 

A feint frequently practiced by Player in order to capture 
points, is the lead of J^ when holding all the Knaves. 
J^ being the proper lead when holding the three in se- 
quence in order to call the best, Opponent at second hand 
will naturally suppose it is the case and ''throw on" a 
high scoring card. When third hand fails to play ]^, as 
he expected, he realizes he has been a victim with too 
hopeful a temperament. When, in a subsequent deal, the 
J^ is led, he avoids the trap, discarding a worthless 
card, and finds his partner with a lone trump, the high 
Jack capturing but 4 points on the trick where they 
should have had 14 or 15. Such are the surprises and dis- 
appointments of Skat. 

Here is a case in point: Mittelhand passes, Hinterhand 
bids 10 and passes. Vorhand having the four Knaves, makes 
a Toumee game, a spade, and leads J^. Mittelhand has no 
spade but has Ace, 10, K, and 74I1. Knowing the suit is 
too long to make without trumps, and thinking Hinter- 
hand has a black Jack, he throws on the AJf$ and loses it. 

When the Player takes Tournee and therefore has a 
chance to discard, a swarm at second hand, where Player 
is third, is more dangerous than when Solo or Grando is 
the make. 

To avoid extravagant mistakes each player must draw 



THE DISCARD 67 

inferences from the bidding before the game commences. 
He will know from his partner's bid whether he probably 
holds a Jack, and can thus judiciously swarm points on a 
doubtful trick. If his partner has not bid, it is more diffi- 
cult to determine the cards of his holding, but the previous 
rounds will enlighten him to some extent, if he is logical 
in making deductions. The idiosyncrasies of the other 
players are guide-posts it is well to read in passing, espe- 
cially when all other indications are wrapped in obscurity. 
What a player has done once, he is likely to do again. If 
Player is known to be venturesome and Opponent is known 
to be timid, a low card led by Player is safe to swarm on, 
as in all probability partner has commanding cards but 
was too cautious to bid. 

When one Opponent leads a winning card, the partner 
at second hand should swarm as a general rule; but if he 
knows Player has a renounce in the suit, and leader has 
thus played to force a trump from Player, he should rid 
his hand of a worthless card, instead of still farther ''fat- 
tening" the trick. 

Here is an example: Mittelhand bids to 20 and passes. 
Hinterhand passes. Vorhand takes a Passt-Mir-Nicht and 
finds the second card a heart. He leads Q^, which is 
taken by Mittelhand with K^, Hinterhand following with 
the 7. Mittelhand then leads AJf^, Hinterhand plays gjf^ 
and Vorhand plays QJ(^. Hinterhand has no more clubs, 
nor has Vorhand. Mittelhand leads 104I1, and Hinterhand 
should renounce, not swarm, as Mittelhand seeks to force 
Vorhand's trumps with his high lead. 

When an opportunity occurs to swarm a Ten, it should 
as a rule be used, but an Ace of an unplayed suit might 



68 SKAT 

result in serious loss. If holding both Ace and Ten of an 
unplayed suit, the Ace should be swarmed, as not only are 
II points saved, but partner thereby informs the winner 
of the trick that Ten is still in hand, or that the suit is very 
long. If the suit is long, the Ten may also be swarmed on 
a subsequent trick. 

Whoever aims at expertness in Skat play must be ob- 
servant of every detail: the inferences from the bidding, or 
the refusal to bid, the peculiarities of the players and their 
characteristics, and the deductions from the face of the 
cards. He must also remember the number of cards of 
each vSuit played, and their taking as well as their numeri- 
cal value, and the possibilities of the value of the last 
trick. Good swarming overthrows the Player, but reckless 
casting on counting cards will result in his victory. 

THROWING OFF 

The Skat player who is always judicious in the de- 
cision as to throwing away or trumping in is an expert, 
without question. This contingency properly met is one 
of the finest points in the game; and, as with other Skat 
problems, no invariable rule will apply. A general prin- 
ciple is that Player at third hand should discard a worth- 
less card, unless the trick contains at least one scoring 
card, and vice versa; but there are exceptions even to this 
apparently obvious rule. 

If Player is weak in trumps, it may be necessary to 
refuse to trump even a high scoring card, always, however, 
keeping count of Opponent's points, as it must be trumped 
if the tricks will give them 60 points. When Player is 
strong in trumps, he must be guided by his holding. If he 



THE DISCARD 69 

holds sufficient points to win the game he should pass the 
trick. But, in so doing, there are many circumstances to be 
considered. Player must make a calculation of all available 
assets, and rid his hand of useless material, husbanding 
his resources, and weeding his hand, until every card is a 
winner. Inexperienced players frequently consider them- 
selves victors with possibly 55 points or more in tricks 
and other counting cards yet unplayed, and find at the 
last mom-cnt they have finished their part of the play, and 
Pla^/er is a winner. 

In Nullo games, a discard of a singleton, unless it is an 
8 or a 7 is nearly always advisable. In Ramsch, it is not 
well to discard a loser to the ninth trick, if holding the 
last trump, as the winner of the last trick owns the Skat 
cards. 



CHAPTER XIV 

FINESSING 

In Skat, the exceptions to the rule are dependent on 
the player's originality and skilful manipulation of the 
cards. A Gran do Ouvert is won by a fortuitous deal. No 
skill is required, it plays itself as does a piano hand in whist. 
But with weak weapons, to wrest victory from the hands 
of the Opponents marks the Skat expert. Occasions are 
constantly recurring where an unusual method of play is 
necessary for success. Neither rational principles nor 
special precepts will suffice; but a few hints may point the 
way to the inexperienced traveler along the Skat highway. 

These variations from the usual methods are finesses 
of the game, and are often the only means by which the 
Player can win, or by which the Opponents can defeat him. 
But even in the hands of players of some note these pro- 
cedures often prove a two-edged sword, and it is well to 
become thoroughly acquainted with values before ventur- 
ing on an undue use of the finessing game. 

IN THE LEAD 

When Mittelhand is Player and Vorhand holds a suit 
of six cards headed by the Ten, it seems manifestly absurd 
for him to commence the game with the lead of the Ten. 
Nevertheless it is the proper card to lead with such a hold- 
ing. The Ace is the only one of the suit absent from the 
hand. If Player has it, partner can trtimp and capture 
70 



FINESSING 71 

21 points at least. If Player has it not, he is forced 
to weaken his trump hand, or lose the trick. If he refuses 
to trump it is led again as soon as an opportunity occurs, 
and he is in a worse predicament than before; for third 
player can swarm or discard weak suits according to cir- 
cumstances. By this apparently reckless lead, a strong 
game is often overthrown. 

Another play which comes under the head of finessing 
in the lead, is the lead of an Ace or a Ten of trumps single- 
ton, by the Opponent on the right hand of Player. This 
is done when the leader has no other singleton, partly to 
obtain a renounce on a subsequent trick. If Player has 
not led high Knave, the lead of a high trump card of count- 
ing value will seriously embarrass him, and if lost to leader 
may, by forcing Player's trump hand, bring success to the 
Opponents. An advantage is always gained by placing 
Player at second hand to a trick. 

NIPPING 

Another form of the Skat finesse is the Nip. This 
method of play will be recognized by whist players under 
a different nomenclature. It is usually practiced by Player 
where the game is lost unless the Nip is successful; and 
where the game is safe, but a successful Nip will make his 
Opponents Schneider. 

Suppose Player as Mittelhand to hold Ace, King, Nine 
of a suit (Ten and Queen are the missing cards) . Vorhand 
leads Queen of the suit. Player trusting the Ten lies in the 
same hand, plays King instead of Ace. If his supposition 
is correct, the Ten will subsequently be nipped by the Ace. 

This is the true Nip practiced only by Player, as Oppo- 



72 SKAT 

nents do not finesse against one another; though if Player 
lead, Opponent might try the same tactics, if Player had 
named Grando as the game. (Opponents should be exceed- 
ingly cautious about permitting Player to clear a suit in 
Grando.) This is a secondary form of nipping, as the third 
player is a partner, so the trick has no chance of being lost. 
There is one danger in this kind of finesse — the Ace may be 
trumped on the next round. This attempt at a Nip is used 
by Opponents, under similar circumstances, when they can 
not escape a Schneider unless the Nip succeeds ; or when 
they are already safe from being Schneidered, and a Nip 
may give them a chance to defeat Player's game. 

The false Nip is used by Player at third hand, by get- 
ting a trick as cheaply as possible, except in the event of 
making high scoring cards not sufficiently protected to be 
safe in the hand. 

In every case Opponents should give Player no oppor- 
tunity for finessing or for discarding if it is possible to 
thus play. 

Player at second hand, when compelled from the nature 
of his hand to trump, should do so with an intermediate 
card, to urge third hand to overtrump. Thus he can play 
third to the next trick, or if it is not taken has his high 
Jacks to lead. Should he trump too high his leading cards 
will be taken. If a high scoring card is led, however, he 
should trump sufficiently high to secure the trick. 

Swarming and feinting also come under the head of 
Skat finesses. 



CHAPTER XV 

SCORING 

Since Skat existed, scores have been kept in a single 
column. A mental addition or subtraction took place at 
the end of the play of each deal, and if the scorer committed 
an error there was no redress, for the memory of the Player 
was the only proof of such miscalculation. If the mathe- 
matics were not mental, the score-paper was necessarily 
a jumble of sums and results quite at variance with any 
idea of orderly scoring. 

The German Skat players of the past must have had 
unlimxited confidence, not only in the scorer's honesty, but 
in his correctness at figures, to permit him to give the final 
scores without auditing or oversight. 

Not so with the modern whist players who have turned 
to Skat. Such a system of scoring would give great dis- 
satisfaction in an interesting contest where the results 
were important to the participants. 

A more satisfactory system has been devised and intro- 
duced to the Skat players of to-day by the author of ''A 
Primer of Skat." It is in three columns, the first for the 
number of the deal, the second for the score of each deal, 
the third for the total (to date of deal) of each player. 

The former system of scoring is thus: 



A 


B 


C 


+ 48 


+ 12 


— 10 


+ 33 


-60 


+ 86 


+ 51 




+ 106 


+ 31 







73 



74 



SKAT 



In the above, A made 48. On a subsequent deal he lost 
15, which subtracted from the previous gain, left him plus 
33. Afterwards he made 18, which added to 33 makes 
his score plus 51. He then lost 20, leaving him plus 31. 
B made 12 and lost 72, leaving him minus 60. C lost 10, 
made 96 and made 20, giving him plus 106. It will be 
noticed that but one score of each player is recorded, the 
first one made. Subsequently the results only are recorded. 

The new system follows, in which each score is recorded, 
as well as results, and on which deal Player made, which 
is useful in duplicate as well as interesting to players. 



Are 
■s 



+ 48 

-IS 

+ 18 

— 20 



+ 33 
+ 51 
+ 31 



+ 12 
-72 



60 



O 



— 10 
+ 96 

+ 20 



+ 86 
+ 106 



D 



^ 



Each score as made is placed in the second column, 
the combination of that score with the preceding one is 
placed in the third column, so all the figures are in sight. 
The lower number in last column of each player indicates 
his final score. 

The first column is reserved for the number of the deal. 
When the cards are cut for the deal, the player at the right 
hand of the dealer is the scorer for the entire session. The 
dealer's name is placed in A's column. Vorhand's in B's, 
Mittelhand's in C's, and if four are at one table the fourth's 
name in D's column. When the scorer has dealt, the round 
is completed. At each session, every player must have 



SCORING 75 

an equal number of deals. If there is any doubt as to whose 
turn it is to deal, it is easily ascertained by counting the 
number of deals on the score-card, noting that the first 
name on the score was the first dealer. Thus all these 
details are regulated by this new system of scoring. 

In the score given above, at the close of nine deals, the 
play was concluded, and the reckoning was made. C was 
plus io6, A was plus 31, B was minus 60. A owes C 75 
points. B owes C 166 points. B also owes A 91 points; 
C being the winner, owes no one. The pluses and the 
minuses will, of course, equal. Thus, A is +31 and —75. 
B is —166 and —91. C is +75 and +166. C is also the 
winner of games, as he won 2 and lost i. B won i, lost i. 
A won 2, lost 2. 



CHAPTER XVI 

DUPLICATE SKAT— CONTESTS 

Duplicate Skat is an excellent method for beginners 
to practice. By keeping the deals intact, they may analyze, 
criticize and learn by comparison. But as a game for 
diversion, it will deteriorate into a kind of *' Whisterized 
Skat " which will be deplored by all true lovers of the game. 
The element of uncertainty is one of the most fascinating 
characteristics of the game. Imagine what duplicate poker 
would be like, and use duplicate Skat only for practice. 

As no duplicate Skat trays have been invented, whist 
trays will prove entirely satisfactory. 

The Altenburg Skat Club has the cards dealt by a non- 
player, that the Skat cards may not be known by a par- 
ticipant in the game. The names of the Skat cards are 
recorded on a white card, and placed with the two cards 
in the fourth pocket of the whist tray. Care must be taken 
that they do not slip out, as they will not fit the pocket as 
tightly as the cards in the other three pockets. They 
remain in the pocket, unless used, until the end of the deal. 
If they are used by Player he may verify their correctness 
by reference to the white card, on which is also placed the 
number of the deal. At the end of the play, Dealer puts 
his cards in the dealer's pocket, Vorhand places his in the 
next to the left, and Mittelhand his in the third to the 
left. Player removing the Skat cards from his tricks, and 
putting them with the white card in the fourth pocket, 
76 



DUPLICATE SKAT— CONTESTS 77 

and taking his discard to compose the hand as it was 
originally, and placing it in the proper pocket. The deal 
then passes to the next table. 

It is advisable in commencing such a practice game 
for the manager to place in Dealer's position of No. i Tray, 
at each table, players equally matched in skill, then select 
the Vorhand players in the same manner, then the Mittel- 
hand players. When the trays pass, let the players remain 
at the respective tables during the entire session. At 
another session, those who have sat in Dealer's position 
can take Vorhand's and each Vorhand can take Mittel- 
hand's, and each Mittelhand take Dealer's position. After 
three sessions new combinations may be made. This is 
for practice, not competition. 

CONTESTS 

In games for competition in clubs, let every player 
draw a card for first position. The three lowest then take 
Table i, the next three take Table 2, and so on. At the 
end of the session, the highest scorers at Tables i, 2 and 3, 
form Table i for the next club day. The next three highest 
form Table 2, and so on. Those absent from any session 
form tables after all others are placed. 

In giving prizes for parties, the highest aggregate of 
points should take first prize ; the highest number of games 
won after deducting games lost, should take second. If 
four are given, the second of each of these. In club games 
the highest award should be given for '' games won." 

In the national tournaments many more than these 
are given, but these are sufficient for club games or Skat 
luncheons. 



CHAPTER XVII 

POINTERS 

CUTTING FOR DEAL 

In Skat, it is immaterial who has the first deal, as every 
player has an equal number of deals. It is material, how- 
ever, in which order they play. An Opponent to a well- 
known expert, who is apt to be Player, would prefer him 
at his left hand rather than his right. In cutting or draw- 
ing a card for the first deal, there is a difl^erence of opinion 
as to the proper rank of the cards. Some players deal the 
cards around the table until a club is disclosed. The club 
holder decides the dealer; the next club, the first Vor- 
hand; the next, Hinterhand. Acting on the principles 
that the lowest deals, some players call the winner of the 
first diamond the first dealer, and as before. Others cut 
or draw for the lowest card of numerical value. Then the 
question arises as to the rank of the cards. Whist players 
are inclined to prefer the whist rank: Ace, King, Queen, 
Jack, 10, 9, 8, 7. Some Skat players, in the West especi- 
ally, use the following rank: Ace, 10, King, Queen, Jack, 
9, 8, 7, which is manifestly absurd, as it is neither a whist 
nor a Skat rank, and appears therefore to have no raison 
d'etre. Two years ago the Altenburg Club of Philadelphia 
decided this matter for its club games as follows: As the 
game is Skat, a Skat rank of cards is suitable and consistent 
— the rank, that of Solo and Tournee games: J4k) J^b, J^, 
J^, Ace, 10, King, Queen, 9, 8, 7. The lowest cut deals. 
78 



POINTERS 79 

The next lowest sits at his left, the next at the latter 's 
left. The one at the first dealer's right hand keeps score, 
placing the dealer's name first on the score-card, that it may 
be readily seen when the rounds are completed. If two cards 
are of the same numerical value, the lowest suit is lowest; 
a Skat valuation of suits: clubs, spades, hearts, diamonds. 
This seems the most reasonable method. The cards are 
spread, each one draws. 

:4: j{c :{s ^ :|c ^ 

The German writers speak of "the color," while Ameri- 
cans denominate it ''the suit." The reason is this: German 
cards are of four colors, American cards of two, red and 
black. Our clubs are their brown acorns; our spades, their 
green leaves; our hearts, their red hearts; our diamonds, 
their yellow sleighbells. Thus when they say color, it 
names the suit, while if we should say color it would not 
designate which of the two suits of the color was intended. 

^ :{c >Jj ^ H« >}: 

Players of all games know the embarrassment of the 
claim to a game after the cards are thrown together at 
the end of the play. With Skat beginners who must 
count the points after concluding a game, this mistake 
will not occur. Experienced Skat players know the amount 
of points contained in their tricks without re-counting, 
and herein a false claimant, however unintentionally, may 
cause embarrassment. It is wise in every deal for Player 
to keep his tricks intact until his score is recorded, that a 
harmonious game may be the result. 

In arranging cards in the hand, before a bid is made, 
it is advisable to place Knaves in centre of row, that their 



80 SKAT 

presence may not be disclosed to a sharp-eyed Opponent 
in drawing for a play. It is indiscreet to change the posi- 
tion of a card after the trump is announced, as that pro- 
ceeding often betrays the presence of a Matador. 

He ^ ^ ^ ^ H^ 

Foster's rule for a Tournee make : ' 'four in Aces and Jacks, 
and protection in three suits." For a Solo make: '' eight in 
trumps, including Jacks, Aces, and guarded Tens." For a 
Grando make: ''seven certain tricks, including the black 
Jacks, provided the three losing cards are ladons," These 
rules are for beginners, and may be varied by an exper- 
ienced player. 

In a Solo make, Opponents should lead Aces and change 
suits. In Tournee, lead long road, short suit; short road, 
long suit. 

It is essential for a Skat player to be free from excite- 
ment and havSte. Nevertheless, the extreme of deliberation, 
as was customary with whist players of a few years ago, 
is in decidedly bad taste in Skat. One should learn to 
decide quickly, but show no haste. 

To study human nature, as in poker, is not only desir- 
able, but necessary. Read your opponent's mind as ex- 
pressed in slight peculiarities; but do not place yours in 
the light for him to read. 

Never show such poor taste as to attempt the "art 
pause," as one witty German player calls it: to hesitate 
and wait when there is but one card to play. Dr. J. B. 
Mayer in his excellent hand-book says, "Whatever else 
is lost, don't lose your temper." 



POINTERS 81 

GRANDO POINTERS 

In Grando, avoid premature swarming. 

When it becomes impossible to keep Player in the 
middle, force the lead on him, that he may be compelled 
to play his weak card. 

Hold the suit partner throws off, if there is any chance 
of a trick in it., but do not lead it. 

When in doubt as to the lead, lead your partner's pre- 
sumed suit. 

Never lead a singleton against a Grando make, even 
though it is an Ace. 

If an Opponent, follow rules, in order not to deceive 
partner. If Player, disregard rules if it seems advisable, 
and thereby deceive Opponents. 

Keep command of Player's suit. 

Put Player in the middle at every opportunity. 

Discard a singleton. 

NULLO POINTERS 

Put the Player in the middle, as in the trump games. 

If an Opponent as leader has a singleton, he should 
lead it. If he has two singletons, he should discard the 
second at the first opportunity. 

Do not return Player's lead, unless a feint is suspected. 

If an Opponent must take a trick at third hand, he 
should play his highest card. Discard highest of a suit. 

Lead the partner's discard. 

With suits of two, lead the higher first. With three, 
lead the middle one first, then the lowest. 

Do not permit Player to discard. 
6 



82 SKAT 

Player holding the nine and seven only, should lead the 
nine. 

Player may lead a singleton nine or eight, but should 
not lead a singleton seven. 

Player should not lead a long suit. 

He who hesitates is detected. Learn to decide promptly. 

PROXUXCIATIOX OF SKAT TERMS 

Skat is pronounced Skaht, lengthening the ah. 

Toumee (French) is pronounced Toor-nay, keeping 
the accent even. 

Grando (usually shortened to Grand), Grahn-do. 

Guckser, pronounced Gook^ser. 

Gucki, pronounced Gook^ee. 

Passt-Mir-Xicht (sometimes shortened to Pass't-Xicht), 
pronounced Pahsfmeer-nicht, accent on first syllable. 

Vorhand, pronounced Fore^hahnt. 

Mittelhand, pronounced MiVtel-hahnt. 

Hinterhand, pronounced HinHer-hahnt (short i). 

Wenzels, pronounced Venfzels. 

Ramsch, pronounced Rahmsch. 

X^ullo, Nuhlo pronounced (Latin). 

Schneider, pronounced Shni^der (accent first syllable, 
long i). 

Schwarz, pronounced Shvartz. 

Frage, pronounced Frah-guh. 

Ouvert (French), pronounced Oo-vairi. 

Ladons (Italian), pronounced La/z-Jc>n^5. 

Matadors (Itahan), pronounced Mah^ta-doors. Accent 
on first syllable. 

The words not otherwise identified are German. 



CHAPTER XVIII 

LAWS OF SKAT 

When Germans play, the laws are strictly enforced. 
There appears to be dissatisfaction in some quarters in 
regard to the severity of the penalties; but having in 
mind the implacability of those players in whist and bridge 
contests, the result will doubtless show a like sentiment 
when American players cease to treat this most difficult 
and intricate of all card games as a new toy, and consider 
it seriously as an intellectual pastime worthy careful 
attention. When they become imbued with a German 
sentiment regarding it, it will receive, as it justly deserves, 
their sincerest respect. 

THE DEAL 

1 . The dealer must shuffle at least three times without 
exposing a card. 

2. Cards must be cut at the right hand, and at least 3 
cut, and 3 left in pack after cutting. 

3. Cards must be dealt thus: 3 to each player, 2 to the 
Skat, 4 to each player, 3 to each player. Any other method 
is a misdeal. 

4. In case of a misdeal, the dealer is fined 10 points, 
and deals again. If a card is faced during a deal, it is a 
misdeal. 

5. If dealer has the correct number, and play has com- 
menced, the deal stands. If dealer has not the correct 
number, it is a misdeal, whenever discovered. 

83 



84 SKAT 

6. Dealing out of turn is not penalized, and stands, if 
completed. Each pla3'er, however, must have an equal 
number of deals. 

7. If a card is exposed during the deal, there must be 
a new deal, if it is called for at the time. Other^'ise, the 
deal stands. If either Skat card is exposed, a new deal 
is obhgator\\ 

THE SKAT CARDS 

8. In games where the aid of the Skat is required. Player 
will be scored minus the full value of the game if he neglects 
to discard'more or less than two cards. 

9. If an\' player examines either of the Skat cards (with- 
out right) before the termination of a game, such player 
shall be scored minus the full value of the game announced, 
but the opposing pla\'er or pla3'ers shall have the privilege 
of continuing the game for the purpose of increasing the 
value thereof. 

10. If the Skat cards are taken up by a player not en- 
titled to them, the extra cards are drawn from his hand for 
a Skat, but the ofitender is not permitted to bid on that 
deal, and is fined 25 points. 

11. If Player securing a Toumee bid sees both Skat 
cards at once, he is compelled to name the trump the suit 
of the top card. 

12. If both Skat cards are taken into the hand together, 
without announcement before taking them, Player must 
play Gucki Grando. 

13. Looking at the Skat cards (except lawfully) loses 
the game to the offender. A non-player who offends thus 
is fined 10 points. If a Kiebitz, he pays the value of the 
game. 



LAWS OF SKAT 85 

14. If, before a game is announced, it is discovered that 
the Skat cards are missing, or any of them in the possession 
of any player, the dealer shall draw from the hand of such 
player the superfluous cards, leaving ten cards in his hand. 
The bidding shall then proceed as if no mistake had been 
m.ade, but the player in error shall be scored minus 25 
points, and is forbidden to bid or name any game for the 
deal. 

15. Neither Schneider nor Schwarz may be declared 
in any game in which the aid of the Skat is required. 

LEADING 

16. If Player leads out of turn, the game is terminated 
(and the value of the game is placed as a minus to his score, 
even though he could have won it, if the mislead had not 
occurred) unless such lead is corrected before an Opponent 
has played to the trick. If not thus corrected, either 
Opponent has the privilege of continuing the game, if he 
thinks he can still further increase Player's loss. 

17. If either partner leads out of turn, the same penalty 
is incurred, the Opponent thus transgressing being the only 
minus scorer, to the full value of the game. Player, in such 
case, scores the full value of the game, as a plus, and has 
the privilege of correcting the error and proceeding with 
the game to the end, if he thinks he can increase the value 
thereof for his plus score. 

18. The Vorhand of every deal is the first leader. 

19. Neither Schneider nor Schwartz may be announced 
after the first lead is made. 

20. Each game must be played to a finish if the first 
card is led, except as otherwise stated. 



86 SKAT 

REVOKING 

21. If Player, or an Opponent, revokes, the penalty is 
identical with a lead out of turn; but a player may correct 
the error before the third card is played. In such case 
the card first played is a called card, and must be played 
when an Opponent thus demands it. 

22. An Opponent may ask his partner if he has the 
suit desired, before the trick is turned and quitted. If the 
revoke is corrected, Player may call for the highest or 
lowest card of the suit to be played. 

23. A card placed on the table may not be recalled 
unless a revoke or lead out of turn is corrected. 

TRICKS. 

24. If Player examines the tricks taken (except the last 
trick, before the lead is made to the next trick), he loses the 
game announced, but either Opponent may insist on playing 
the game to a finish for the purpose of increasing Player's loss. 

25. If either of the Opponents commits the error just 
mentioned, he is scored minus the value of the game, and 
Player plus the value of the game; but Player may insist 
on playing the game to a finish in order possibly to in- 
crease the value. 

26. Players must keep their tricks in the order in 
which they were taken, that each trick may be traced at 
the end of the game. 

27. If tricks are mixed before the score is recorded, a 
majority may decide against Player's claim to win. 

OVERBIDDING 

28. If Player has overbid his hand, the next higher value 
of the respective game is counted as a minus to his score. 



LAWS OF SKAT 87 

29. If Player has overbid his hand, and either Opponent 
commits an error, the value of the game is scored as a plus 
to Player's score, and the same value is scored as a minus to 
the offender. 

GAMES WON OR LOST 

30. If Player announces his game as won, placing his 
cards on the table, and is mistaken, he loses his game, 
although his remaining cards would have won his game, 
if played. 

3 1 . If Player declares his game lost and places his cards 
on the table, he loses his game, regardless of the value of his 
cards. This rule does not apply to the abandonment of the 
game before a card is played in order to avoid a Schneider. 

32. If either opponent places his cards on the table de- 
claring Player's game to be defeated, the game is won by 
Player, and the erring opponent is also scored minus the 
full value of the game. 

MISCELLANEOUS 

33. If in a Tournee game, the turn has been so unsat- 
isfactory Player sees a Schneider is imminent, he can save 
the additional loss by stating, ''I resign," and facing his 
cards on the table. The value of the game is scored against 
him, but neither Schneider nor Schwarz. 

34. The winner of the bid, having announced a game, 
may correct it, and name a higher game, providing a card 
has not been led, but he may not announce a lower game. 

35. Should an opponent at third hand play before his 
partner at second hand, the penalty is the same as for a 
revoke. 

36. A newcomer must commence equally with the 



88 SKAT 

player holding lowest score; or the rounds may be con- 
cluded, the game reckoned, and a new game commenced. 

3 7 . An announcement to withdraw from the game before 
its conclusion terminates only at the end of an equal number 
of deals, and should be made before places are assigned. 

2,S. If during the play of the hand, any player is found 
to have a wrong number of cards, the others having their 
right number, only those who have their right number 
can win the game. If Player has the wrong number his 
game is lost. If one of the Opponents has the wrong 
number, Player is not debarred from winning his game. 

39. If no one will bid, and Vorhand does not wish to 
name a game, Ramsch must be played. 

40. The player at the right of the first dealer keeps 
the score for the session. 

ETIQUETTE OF SKAT. 

In whist and in bridge it became necessary, after the 
games were established in favor, to form a code of etiquette 
which players of good repute were expected to follow, 
although a disregard of its precepts was not an infringe- 
ment of the laws of the game. In Skat there are unwritten 
laws answering to the code of etiquette in whist and 
bridge, which have been sufficiently well understood by 
German players, and have deterred them from taking an 
unfair advantage of other players. American players may 
prefer this written code, which may be enlarged as individ- 
ual observation or experience may find necessary. 

1. Do not announce a game and correct it, announcing 
another. 

2. Do not draw a card, then reconsider and play 
another. 



LAWS OF SKAT 89 

3. Do not partially draw a card before it is time to 
play it. 

4. Do not hold cards carelessly, that other players 
may see them. 

5. Do not influence Player or Opponent by comment. 

6. Do not hesitate when the play is obvious. 

7. Do not object if a penalty is enforced. 

8. Do not complain of your holdings. Say, '*Iwas 
out-played." 

9. Do not leave your seat during the play of the deal. 

10. Do not annoy the umpire by contesting decisions. 

11. Do not blame partner for losses. 

12. Do not discuss absent players. 

13. Maintain a cheerful attitude under adverse con- 
ditions. Your turn will come. 

14. If a non-player, make no comment during the play, 
on any subject. 

15. If a player, do not invite a non-player's attention 
to your holding. 

16. Do not excuse an infraction of the rules, by the 
plea of ignorance. 

17. Be careful not to expose a card, as there is no 
penalt}^ except in the deal. 

18. Skat is played without pause. Do not make a 
whist game of it. 

19. Be not elated by victory, nor depressed by defeat. 
It annoys the other players. 

20. Remember courtesy is as obligatory at the Skat 
table as elsewhere. 

21. Loyalty to partner is the most important principle 
of Skat. 



PART II 

ILLUSTRATIVE GAMES 



GAME I 
A TOURNEE 

A, B and C wish to play Skat. A shuffles the cards, 
spreads them on the table and each player draws one. A 
draws 7^, B 7^, C K^. Diamonds being a lower suit 
than spades, A has the deal. B, holding the next lowest 
card, sits at A's left hand, C sits at B's left. B is Vorhand 
for the deal, C is Mittelhand, A is Hinterhand. The player 
at the right of the first dealer keeps the score for the session. 
A deals according to the Skat rule, and C, Mittelhand, is 
the first bidder. He holds J^; Ace, Q, 8Jf$; 9, 7^; Ace, 
8^; 10, 94. 

Knowing he will be overbid, but to prevent a Ramsch, 
at all events, he says, ''I bid 10." Vorhand, to incite him 
to a higher bid, says, ''I retain," implying thereby '*I can 
bid as high as 10 in my own hand." 

Vorhand holds J^; 9, 7*; ^o, K, Q^; K, 7^; Q, 7^. 

Mittelhand can bid no higher, and satisfied with having 
set the ball rolling, and with having shifted the responsi- 
bility to another player, says, *'I pass." 

It is now Hinterhand^s turn to speak. He holds: J4li; 
]^; 10, K4k; A4^; 10, 9^; Ace, K, 8^. 

With the two highest Matadors and protection in 
every suit, he can safely bid as high as 15, as the lowest 
turn, a diamond, gives a multiplicand of 5. If he bids, he 
must bid higher than the bid retained by Vorhand, there- 



94 SKAT 

fore he bids 12. Vorhand is only too glad to resign, and 
says, *'I pass." 

The naming of the trump, or else the turning of one of 
the Skat cards to decide the trump, is the duty of Hinter- 
hand. He decides for a Toumee, and turns one of the 
Skat cards to the view of the other players. It is the V» 
and hearts are therefore trumps. He takes the other Skat 
card, 8^, into his hand without showing it to the Op- 
ponents. 

Now comes the discard. Three almost equally safe 
discards are possible: 10 and K^li; K, 8^, or lo^k and 
8^. Holding Ten and King of a suit, it is not generally 
considered good policy to discard either, as one is a 
certain trick. It is, however, sometimes done if the 
hand is doubtful and a finessing stratagem may make 
the game secure. 

Hinterhand tries the plan in this case and discards lojf^ 
and 84b. 

As Vorhand has no singleton, he leads a middle card 
of his long suit, the K^. 

V. M. H. 

K^Jk 7^ A^ = 15 points for Hinterhand. 

The underscored card wins the trick and marks the 
leader for the following trick. 

V. M. H. 
K^ 8^ JA = 2i points for Hinterhand. 

Vorhand, thinking J4k is not in the leader's hand, 
swarms the K^ that his partner may capture it if he 
wishes. The lead is still with Hinterhand. He leads JJ(b. 



GAME I m 

V. M. H. 
J^ jy J4li = 27 points for Hinterhand. 

As Vorhand fears to win the next trick, which will 
make him the leader, and thus give Player the third play 
to subsequent trick, he throws J^ in the hope that Mittel- 
hand may get the lead on the following trick, and thus 
Player will be placed between Opponents. It also gives 
information to partner of his holding. 

Hinterhand now leads nine of trumps to get the Ace 
out of the game. If it should be in Vorhand's hand, 
Hinterhand will have last play to the following round. 
It is, however, with Mittelhand. 

V. M. H. 

7^ Ay 9^ = 11 points for Opponent. 

As either diamonds or clubs are more advantageously 
led to Mittelhand than led by him, he leads the singleton 
spade, which Hinterhand trumps. 

V. M. H. 
04^ 94^ loy = 40 points for Hinterhand. 

Hinterhand now tries the feint which he intended 
when he discarded his 104I1. 

V. M. H. 

74^ 8d|i K4^ = 44 points for Hinterhand. 

Mittelhand expects to "Nip" the Ten on a subsequent 
lead, presuming Hinterhand to have led the King in order 
to call the Ace. Hinterhand's ruse having succeeded, he 
proceeds to capture all the remaining points with the ex- 
ception of the 10 and Q^. 



V. 


M. 


04 


"♦ 


7t 


9^ 


94k 


Q* 


104 


A* 



96 SKAT 

H. 

8^ = 24 points for Opponent. 
A^= 55 points for Hinterhand. 
Oy = 61 points for Hinterhand. 
KA = 86 points for Hinterhand. 

Ten points in Skat, 96 points for Hinterhand. 

Mittelhand having expected to see the lo^k fall on the 
last trick, regrets too late his short-sighted economy which 
failed to make 15 points when the opportunity presented 
itself. 

As Hinterhand has made more than 90 points he has 
Schneidered his Opponents. ''With 2," game, making 3, 
Schneider i, make 4 multipliers. The Toumee heart 
gives a multiplicand of 6. 6X4 = 24, the value of his 
game. Without his ruse succeeding, he would not have 
had the Schneider count, and his game would have counted 
18 instead of 24. 

Had Mittelhand played the A4I1 when Hinterhand led 
King, the game would have proceeded in the following 
manner: 

V. M. H. 

7^ Aj^ K4i = 26 points for Opponent. 

If Mittelhand suspects the lead of KJf^ to be a feint, 
and proceeds to lead QJf^, Hinterhand is in an unpleasant 
situation. He discards 8^, hoping the last club may be 
with Vorhand. 

V. M. H. 

7^ Q4I1 8^ = 29 points for Opponent. 



GAME I 97 

Mittelhand completes the good work by leading 8Jf$. 
Hinterhand is seriously embarrassed. If he trumps, he can 
make but one diamond trick. He decides to trump. 

V. M. H. 

7^ 84k Qy = 43 points for Hinterhand. 

Q^ 9^ A^ = 57 points for Hinterhand. 

10^ 10^ K^ = 53 points for Opponent. 

Hinterhand has saved 10 points in the Skat, giving 
him 67 points, thus winning his game, but failing to Schnei- 
der his Opponents. 

If at trick 8 Hinterhand refused to trump, he discards 
K^ and gives Vorhand a chance to swarm, as the 8Jf^ is 
the last of the suit. In that case it will be thus played: 

V. M. H. 
10^ 84I1 K^ = 43 points for Opponent. 

The remainder of the tricks are Hinterhand's, but Oppo- 
nents having more than 29 points. Player fails to obtain 
a Schneider. 

The rest of the deal is thus: 

V. M. H. 

7^ 9^ A^ = 5i points for Hinterhand. 
Q^ 10^ Qy = 67 points for Hinterhand. 

Ten points in Skat, 77 points for Hinterhand. 



98 SKAT 

GAME II 
A PASST-MIR-NICHT 

B is the dealer for the second game, as the bid passes 
to the left each time. 

A is Mittelhand, the first bidder. 

He holds J*; Ace, K, 7^^; 9, 84^; Q, 9^' 9, 8^. He 
refuses to bid. 

B, as Hinterhand, is the next bidder. 

He holds J^; 10, 0, 94k; 10, K^; K^; Ace, K, 7^; 
Hinterhand, with one Knave, and protected in three suits, 
bids 10. 

C, as Vorhand, holds J^; J^; Ace, Q, 7^^; Ace, 10, 
7^; 10, Q^. He retains the bid of 10 and B passes. 

Vorhand elects to play Toumee. He takes one of the 
Skat cards into his hand, but not the hand which holds 
the others, and examines it. It is the 8Jf^. As, in bidding, 
he is protected in three suits, he thinks the other turn 
cannot be more ill-fitted to his hand than the club, and 
may be infinitely better, he places the card with those in 
hand, without shewing it, saying, **Passt-Mir-Nicht." 
C'lt pleases me not.") Vorhand now turns the other 
'"Vat card to view. It is the 8^, — thus hearts are trump. 
If he \vl.- , -*''" _: counted as a Toumee make^ but if he 
loses he is scored double they^''^^ ^^ tne game as minus, as 
he has had the privilege of chosing the trump from two cards. 

He discards 10^ and Q^ that he may trump Ace, 
and if he is fortunate in getting a discard of the small 
club on a worthless trick, he will also be in a position to 
trump the A4b and 104I1. 



GAME II 99 

As he is Vorhand, he has the first lead, and leads J^. 

V. M. H. 

J^ 9^ J^ = 4 points for Player. 

The J4li is usually held up the first round, as it is prob- 
able Hinterhand has a small trump, and cannot therefore 
swarm a plain suit card. As there is small probability of 
J^ taking a trick, Hinterhand plays it, as it counts 2 points 
less than the King, which partner may take on next trick. 

Vorhand thinks one more lead will leave him in com- 
mand of the trumps, and, holding Ace, Ten of this suit in 
his own hand, does not fear swarming on the trick. He 
leads J^, but Hinterhand holds up the Jd|li for a trick 
with a larger count. 

V. M. H. 
jy 0^ K^ = 13 points for Player. 

Vorhand now leads a low trump, as but 13 points can be 
made on the trick, whereas if he leads SJf^, 21 are possible, 
and the lead of the spade may be still more disastrous. Also, 
it is necessary to force J^li out of the game without delay. 

V. M. H. 

7V J<fr io4k= 12 points for Opponents. 

Mittelhand leads from his best suit, and having the 
master card, leads it. His partner swarms the Queen. 

V. M. H. 

84k Ajji Q4i = 26 points for Opponents. 

Still holding the command in clubs, Mittelhand leads 
it again, and Vorhand avails himself of the opportunity 
to discard a losing spade. 



100 SKAT 

V. M. H. 

8^ Kjfli 9411 = 30 points for Opponents. 

Vorhand must not be permitted to discard his weak 
cards, so Mittelhand must change the suit. His partner 
has had no discard other than the club, therefore could 
convey no information as to his holding. But, in a Toum6e 
game, where Player has had two discards to the Skat, he 
will if possible keep one suit blank. He has played one 
club, and one spade. Therefore if he has a blank suit, it 
must be the diamond, and the lead of the diamond will 
give him an opportunity to trump and take the lead. If 
he had no weak card, he would have trumped the club 
trick and led. Mittelhand must force him to lead, that the 
weak card, whatever it may be, may lose. Therefore 
Mittelhand leads a diamond. His partner rises to the occa- 
sion, suspecting the spade to be the dangerous suit, and 
plays high to force the lead on Vorhand, or if taking the 
trick, will lead a diamond again. 

V. M. H. 

Ay g^ A^ = 35 points for Player. 

Player's only hope of making both spades and capturing 
the Ten, is in an error in the discard, which is not probable. 
He leads his Lruixips twice. 

V. M. H. 

10^ 8^ 8^ = 45 points for Player. 
8y 74k K^ = 49 points for Player. 
A0^ 8^ K^l^ = 64 points for Player. 
04^ 9^ 104^ = 43 points for Opponents. 
13 in Skat for Player = 77 for Player. 



GAME III 101 

Player wins, having more than 60 points. He had J^ 
and J^. Therefore he is ''without i," game i, making 
2 mnltipUers. A Toumee heart is worth 6 (the multi- 
pUcand). 6X2 = 12, the value of the game, and is scored 
to C, as a plus. Had he failed to capture 61 points, he 
would have lost double the value of his game, as it was 
a Passt-Mir-Nicht. 

If in a Passt-Mir-Nicht game. Player having placed 
the first card into his hand without showing it, proceeded 
to place the second card into his hand also without showing 
it to the other players, he shall he compelled to make the 
trump whatever Opponents dictate; if each names a trump, 
Player shall be compelled to leave the decision to the one 
who proposed the higher game. 

But if Player takes both cards into his hand together, 
without naming the trump, it is understood he is playing 
a Guckser; unless in thus taking he says ''Nullo" when it 
is a Gucki NuUo he plays, which is counted 15 if won, and 
30 if lost. 

GAME III 

A SOLO 

In the following game: 

Mittelhand held Ace, 10, 9, 74I1; 9, 7A; Ace, 10, Q, 

With no Knaves, and lacking one suit, no valuable 
cards in a second, — with cards of too high counting value 
for a Nullo, Mittelhand passes. 

Hinterhand holds Jd|i; ]^; Q, 84^; 8, 7^; 10, K, 
Q, 9^. 



102 SKAT 

Hinterhand, a venturesome bidder, with a Passt-Mir- 
Nicht in mind, bids lo. 

Vorhand holds J^; J^; Ace, lo, K, Q, 8^; Ace, 8, 

7^, retains the bid, and Hinterhand is wilUng to pass. 
Vorhand makes a Solo in spades. 

Though neither Mittelhand nor Hinterhand has a safe 
making hand, their united strength will cause Vorhand 
considerable anxiety and if he is not cautious, may lose 
him the game. It all depends on his discretion in the 

Vorhand not using the Skal -^ards is permitted to de- 
clare a Schneider, but his hand is xxO-t v.j.f^ciently strong 
to warrant the declaration. 

Vorhand, having the first lead, plays the J^. 

V. M. H. 

J^ 9^ J 4^ = 4 points for Opponent. 

Mittelhand having no counting card cannot swarm, 
and plays the higher of two to inform his partner. Hinter- 
hand having no small card of the trump suit is compelled 
to play his high Jack, which play will also inform his partner 
of his short trumps. 

Hinterhand will now lead his best suit, and having no 
Ace, the question arises as to the card. The German players 
of a few years ago invariably led the Ten. Lemcke strongly 
advises it in the Solo game, and Hertefeld in certain cases 
and especially in Grando. There is, however, a tendency 
in the modern game to attempt to steal through with the 
King, trusting a second lead may find partner void of the 
suit, and able to trump if necessary or swarm if Player 
does not trump. 



GAME III 103 

V. M. H. 

A^ 7^ K^ = 19 points for Opponent. 

Hinterhand now knows the extent of his partner's 
trump holding, and can guide his play without expectation 
of help from him. Mittelhand leads one of his suits and 
Vorhand rids himself of one of his losing cards. 

V. M. H. 

7^ A4ii Q4^ = S3 points for Opponent. 

8^ lojji 84k = 43 points for Opponent. 

Mittelhand realizes he is permitting Vorhand to get 
valuable discards, and as partner is in the middle, he en- 
deavors to put Player in the lead, hoping to save his high 
hearts on partner's tricks later, he leads small heart, which 
Vorhand trumps with high counting card. 

V. M. H. 
A^ 9V 8^ = 11 points for Player. 
8^1^ A^ J4^ =56 points for Opponent. 

Vorhand hastens to rid the game of the J^i, and 
Opponents may swarm as much as they please, but they 
have finished their game. The remainder of tricks with 
their points are Player's. Vorhand has discarded dia- 
monds twice, refused clubs and hearts, and all the dia- 
monds are in Hinterhand's own hand. His partner has 
no more trumps. There is no hope for another trick, 
although they have 56 points. Every game must be played 
to a finish, however. He leads lo^. 



104 SKAT 

V. M. H. 

^^4^ 74^ ^0^ = 31 points for Player. 
jy gJh 7^ = 33 points for Player. 
K^l^ Q^ 9^ = 40 points for Player. 
Q^ 10^ 0^ = 56 points for Player. 
In Skat, K^, KJf$ = 64 points for Player. 

While this apparently is an easy victory, it is as 
easily lost. 

If at trick 3, Player forgetting the danger of his two 
ladons, and tempted by the valuable trick of 14 points, 
trumps, he loses the game. The old proverb, *' Patient 
waiting, no loss," is never better exemplified than in this 
and similar cases in the game of Skat. 

At trick 3, Vorhand trumps as below: 

V. M. H. 

A^k A4ii Qi||i = 25 points for Player. 
g^ Ay J4li = 32 points for Opponent. 

Vorhand draws ]Jl$ as in previous play and Hinterhand 
leads 10^, to which Vorhand must follow suit, as also to 
subsequent trick, while Mittelhand is swarming his high 
cards to partner's tricks, as follows: 

V. M. H. 

7^ io4!i 10^ = 52 points for Opponent. 

9^ 104^ 0^ = 6s points for Opponent. 

The game is lost as Opponents have scored more than 
59 points, but it may be played to a conclusion thus: 









GAME III 


V. 


M. 


H. 




^04 


9¥ 


8¥ = 


= 35 points for Player. 


JV 


7* 


7V = 


= 37 points for Player. 


K* 


9Jh 


8* = 


= 41 points for Player. 


04 


Q¥ 


94 = 


= 47 points for Player. 



105 



In Skat, K^, K4i = ss points for Player. ''Without 
2," game i, making 3. A spade Solo is 11. 11X3 = 33, 
value of game. Vorhand is scored minus 33. If he had 
won as in the first play, wherein he wisely discarded, he 
would have scored plus 33. He is therefore a loser of 66 
points by the fault of not discarding his losing cards. 

As an illustration of some of the fallacies of the Ameri- 
can player striking out in a new path, let the game be led 
as played by the German expert. 

If at trick 2, Hinterhand leads 10^, no play that 
Vorhand can make will save the game. If he does not 
play A^, Mittelhand swarms A^, and Hinterhand leads 
K^. If he again refuses to cover, Mittelhand swarms 
A||i, and still holds his small trump for the A^. If 
Hinterhand continues the diamond suit it is impossible 
for Vorhand to win, as will be seen by playing the cards 
in the manner indicated. A bold play, a costly venture, 
will, seven times out of ten, win the game. It is thus the 
game has been played in the past, and its peculiarities 
mark it as distinct from all other finessing games. Skat 
has its finesses, but they are of a different order. 

Tyros persistently neglect also to give full value to the 
negative quantities, and even card players of considerable 
skill attempt to utilize a whist training in the play. No 
greater mistake was ever made, for while a game may be 



106 SKAT 

played on whist principles, and be called American Skat, 
it will not be the national card game of Germany and of 
Continental countries and elsewhere in the world wherever 
Germans congregate. 

The instances of the discard and of the lead in the game 
just played are but straws, but there are many instances 
in the skirmishing of the new recruits to the Skat army , in 
the make and in the play, which show a tendency to ** whist- 
icize" the game. Nothing more antagonistic to the true 
spirit of Wenzels than an ''American Leads" system can 
be devised. Skat is a German, not an English game, 
imbued with the highest intellectual quality of Germany, 
not an adjunct nor a branch of any other game, but original, 
wonderful, unique. It was democratic in its conception, 
the knavish Jacks being placed in command for the first 
time in the history of cards, marking an era in card history. 
Its equalization of chances is another distinguishing mark, 
its very paucity of material being turned to the advantage 
of the unfortunate player. Its methods are diametrically 
opposed to those of whist, and the Skat expert of the future 
will be he who is willing to cultivate the German mental 
attitude. 

GAME IV 
A GRANDO 

The cards dealt, Mittelhand finds himself possessing 
the excellent hand which follows: ]Jf^; Ace, lo, K, gjf^; 
Ace, lo^b; Ace, Q^; A^, a typical Grando. He bids 
lo, and Vorhand who holds the following: J^; 8, jjf^; K, 
9, 8, 74|^; 8^; g, 8^, with a Nullo in mind, retains the 



GAME IV 107 

bid. Mittelhand, with the highest Matador and game, can 
bid with impunity to 40, as a Grando count is 20. There- 
fore he raises the bid to 12. Nullo counts 20, and Vorhand 
retains again. Mittelhand bids in succession 14, 15, 16, 18, 
20, and Vorhand retains each bid. Mittelhand now bids 21, 
and if Vorhand passes, Mittelhand will be morally certain 
Vorhand had a Nullo hand, and he can make his plays on 
that supposition. 

Vorhand decides to try for a Nullo Guvert, risking the 
doubtful diamonds on a possible discard on the heart 
suit. He therefore retains the bid of 21, as a Nullo Guvert 
counts 40. 

Mittelhand now bids 22, 24, 28, 30, 32, 36, 40, in turn, 
each bid being retained by Vorhand. Mittelhand can go 
no higher unless he can make a Schneider, which will 
enable him to bid as high as 60. If one Matador is in the 
Skat and the hearts are favorably placed, a Schneider is 
probable, but it may easily be lost. He decides to risk it 
and continues to bid 36, 40, 42, Vorhand retaining each 
time until the last, when he passes. The quality of his 
hand is disclosed and Mittelhand knows the Gpponents 
strength with Hinterhand. 

Hinterhand holds J4k; J^; Q*; Qi^; 10, K, 7^; 10, 
K, 7^. He passes. In Skat are Q^, 9^. 

Before Mittelhand announces his game, he considers a 
declared Schneider. As he will not use the Skat cards, he 
is permitted to ''declare," but in so doing, if he loses the 
Schneider, he loses the full value of the game. To be con- 
sistent he must declare, for his game is lost if he does not 
make a Schneider, as he bid high on that assumption. 
Immediately his game is announced, Vorhand will lead, in 



108 SKAT 

order to prevent the ** declaration," and if he is wise he 
will decide that point before speaking. He announces, 
'*Grando, and a declared Schneider." 

Vorhand, whose hand is now nearly worthless, leads, 
nevertheless, from his long suit, to inform partner, and not 
holding the best or second best, leads a middle card. 

V. M. H. 

94^ A^J^ 0^1^ = 14 points for Player. 

Mittelhand now endeavors to draw the Matadors, and 
then commences with his long suit. 

V. M. H. 

J^ J4» J4jk = 20 points for Player. 
7d|i Aj||i QJ|i = 34 points for Player. 

As Mittelhand has declared Schneider he must be wary 
or he will miss the game. As Hinterhand did not bid and 
Vorhand's game was evidently Xullo Ouvert, the other 
Matador may be in the Skat. Foster advises Player to 
play as though the chances were against, not for him; 
therefore Mittelhand must play under the supposition of 
the other Matador being with Hinterhand. He wishes to 
force it, but he also wishes to make the heart tricks. If 
he can w^eaken the defences by forcing blind discards, he 
may succeed. If he leads 104I1, it will force it, but if the 
8||i is in the Skat, it will give an opportunity for a swarm 
from Vorhand. He tries a feint in the lead. 

V. M. H. 

84I1 gjf^ 10^ = 44 points for Player. 

Mittelhand noting the play of 7^1 on preceding trick 
(lowest of Opponent's suit on Player's trick), trusts his 



GAME IV 109 

partner with lo^k or K^li, and swarms boldly and hope- 
fully, as he still holds the last trump. 

Mittelhand's feint succeeding, he leads again. 

V. M. H. 

8^ K^ 7^ = 48 points for Player. 

Hinterhand not wishing the lead, throws away and 
watches his partner's discard. He holds the last trump 
It is not necessary to give his partner information of his 
holding, and he keeps a guard to the diamond. 

He knows by the discard of the heart, his partner has 
no strength in that suit, and can place heart strength with 
Mittelhand, excepting what may be contained in the Skat. 
Mittelhand knows the menacing cards are at his left hand 
and forces the trump that the lead may come from there. 

V. M. H. 

K^ lo^k JV = i6 points for Opponents. 

It is too good to pass, but partner has only 4 points 
for the swarm. Hinterhand must hold to the heart at all 
hazards, and leads his small diamond, his partner playing 
the lowest he holds of the suit, as it will be taken by Player. 

V. M. H. 

8^ A^ 7^ = 59 points for Player. 

Mittelhand is still in the same dilemma, as the heart 
has not been led by Hinterhand. He makes his remaining 
tricks, as follows: 

V. M. H. 

74^ lo^j^ K^ = 73 points for Player. 

9^ Ay Ky=. 88 points for Player. 

8^1^ Qy 10^ = 29 points for Opponents. 



no SKAT 



:":r ?!aver. 



iiu: ::r :::t : :r:u-e :: :::e Q^ zengmthe Skat, Mit- 
telhand wotild have lost the Schneider, and thereby the 
entire value of the game. 

**With i/* game i, Schneider i, declared Schneider i. 
make 4 multipUers. Solo Grando is worth 20. 20X4 = 80, 
the value of Mittelhand's game. He scores plus 80. Had 
he made only 90 points, he wotdd have lost the Schneider 
and thereby game, and would have scored minus 80. 



GAME \' 
A XULLO OUVERT 

In the preceding game, Vorhand retained the bid to 
40, intending to play a Xullo Ouvert. Had Mittelhand 
not thotight he could make a Schneider, he could have bid 
to 40 only, and Vorhand would have named the game. 

The cards ~ere th-s ^istrir -ted: 

Vorhand he'.i S, jj^,: K. 9. 8, 7^^; 8^; J. 9, 7<f . 

Mittelhand: Ace, K, J. 10. 9^^: Ace, 10^: Ace. O^; 
A^. 

Hinterhand: Od|b: Q. ]^: K, J, 10, jf; K, 10, 8f . 

The above carii are r. a^iel as they rank in Xullo, the 
only game where they rank as in whist. 

A Xullo maker is in an unfortunate position as leader. 
It is the only make where the lead is a disadvantage. In 
NuUo Ouvert, Player places his cards on the table, face up 
before a card is led. 

In the hand above, Vorhand as XuUo Ouvert maker 
should lead a diamond. Ever\' other suit is safe and, unless 



GAME V 111 

one player is blank of the suit and the other has the seven, 
the nine will be taken. Opponents do not return a Nullo 
maker's lead, but in an Ouvert they can see the weak 
places and play accordingly. 

There are no trumps. Points do not count. Player 
must not take a trick. 

V. M. H. 
94 A^ K4 

If Mittelhand can throw the lead into Hinterhand's 
hand the diamond lead will defeat Player unless 8^ is in 
the Skat. There are two chances. If Hinterhand holds 
K^, or if he holds Q4I». Mittelhand fears the heart and 
tries the club lead, and the Opponents are fortunate. 

V. M. H. 
74 AV io<|. 

J± Q¥ «♦ 

Vorhand is compelled to take the fourth trick and the 
game is thus concluded at once, as he can lose no more. 
He scores minus 40. There are no multipliers nor multi- 
plicands in the Nullo makes. 

Had it not been an Ouvert, he would in all probability 
have won, as his lead would not have been returned, and 
he could have discarded his J^ on the second lead of 
hearts. 

Both Vorhand and Mittelhand were rash bidders in 
the above hands, though it is a more interesting game when 
players are not imbued with duplicate whist conservatism. 



112 SKAT 

The tendency of Skat is venturesome, when there are fair 
chances for victory. It cannot be hmited by infaUible 

rules. 

GAME VI 

ANOTHER XULLO OUVERT 

Skat is full of unexpected results. The following Nullo 
Ouvert hand held by Mittelhand seemed as secure from 
defeat as any possible make, but, by correct play of Oppo- 
nents, after taking nine tricks, was lost on the tenth, and by a 
card no higher than an S^J^. It is an example from a Skatbuch 
of 1855, but there is nothing better in the modem game. 

Vorhand held 7*; Q, J, 10^; Ace, K, Q, J^, Q, Q^. 

Mittelhand held 8^^; 9, 8, jj^; 10, 9, 8, 7^; 8, 7^. 

HinterhandheldAce, K, 0,J, io,94i; ^4' Ace,K,J4. 

In Skat K^k, 10^. 

Mittelhand bids 10. Vorhand with two Matadors and 
protected in two suits retains for a Toumee. Mittelhand 
soon bids above him and Vorhand passes. Hinterhand 
can bid as high as 24 on the club, or to 20 for a Grando. If 
he were in Vorhand's position he could venture 60, count- 
ing a Schneider, but he cannot as Hinterhand. Mittelhand 
thus secures the make, names the game Xullo Ouvert, and 
places his cards on the table. 

Vorhand perceives the possibilities of his 7d|i, if he can 
draw the clubs from his partner's hand. He leads thus: 

V. M. H. 

Ay 10^ AJl, 

Ky 9V K* 

Q¥ sy QJf, 

i¥ 7V J* 



GAME VI 113 

Vorhand's hearts being exhausted he must now endeavor 
to so manipulate the diamonds, that he will have a diamond 
re-entry with his Queen in order to lead his 74k at the close. 

V. M. H. 

If Hinterhand at this point should play any other card 
than the A^k, Mittelhand wins his game. He rises to the 
occasion and rids his hand of the spade before returning his 
partner's lead. 

V. M. H. 

Q4 94 A^ 

Q± ?♦ ;♦ 

J± 84 io4b 

Vorhand can now lead spades, keeping the lead as Ace 
is gone and King is in Skat, and allow Hinterhand to free 
his hand of his remaining clubs before the fateful moment. 
If Hinterhand had held K4|^, he would have led it also, 
before returning the diamond lead. 

V. M. H. 

The clubs are now played with the exception of the 
seven and eight, of which Vorhand holds the smaller. 

V. M. H. 
7* 8J^ K^ 

Mittelhand taking one trick loses his make, — a Nullo 
Ouvert costing him minus 40. 

It will be noted that Player had no opportunity of a 
discard from the first, or he would have discarded his 
singleton 8||^ and saved his game. 
8 



114 SKAT 

GAME VII 

A GUCKSER 

In the game following: 

Vorhand held J^k; J^; Ace, lo, 74k; Ace, 10, K^; 

Mittelhand held J4k; JV> Q' 9» S^j^; Ace, 10, K, 8^; 

Hinterhand held K, 9, 84b; 7^^; Q, 9^; Ace, 9, 8, 7^. 

Mittelhand bids 10 on the heart possibiHties, and Vor- 
hand retains the bid. Mittelhand passes, and Hinterhand 
bids for Nullo. Vorhand retains to 20 and Hinterhand 
passes. It is fortunate for him that Vorhand secures the 
make, as the lead of the singleton heart by Vorhand would 
have defeated him on the first trick. 

Vorhand announces Gucki Grando, and takes both Skat 
cards into his hand without showing them to the partners. 
They are 0^ and QJf^. 

Holding a singly guarded Ten and a singleton, the dis- 
card is the singleton and the Ten. Holding a minor tenace 
of Jacks, it is better to force them than lead, as if both the 
others are in one hand, Player will be helpless in the hands 
of his Opponents with all the hearts and diamonds except- 
ing the Ten, against him. He leads his high counting cards 
to force the Matadors. 
V. M. H. 

A^i J ff 84fc = 13 points for Opponents. 

Hinterhand noting that the club is Vorhand 's long 
suit, and that his partner probably holds the highest 
Matador, holds up his Kd|i for a subsequent trick. 



GAME VII 115 

It being a Guckser, a venture, Mittelhand thinks Vor- 
hand may have but one Matador, his partner the other, 
he will draw and make his heart suit. 

V. M. H. 

J^ J4ii Q^ = 20 points for Opponents. 

Mittelhand finds Vorhand with the last Matador. Hin- 
terhand swarms his highest card from his poorest swarm- 
ing suit, that Mittelhand may read his hand. Mittelhand 
leads his high counting card to force the last Matador. 

V. M. H. 

]^ Ay 9^ = 13 points for Player. 
lojf^ 8^ 84^ = 23 points for Player. 

Mittelhand hopes to keep his guarded spade. Vorhand 
finding the K^k against him, must make his points while 
in the lead, as hearts and diamonds are both against him. 

V. M. H. 

A4^ 8^ 7^ = 34 points for Player. 
104^ 94^ 7^ =44 points for Player. 

It is apparent that Hinterhand has K^k* His refusal 
to follow on the spade trick, shows length and possibly 
strength in the diamond suit. 

V. M. H. 
K^jk 04^ 8^ = 51 points for Player. 

As Vorhand has placed 10^ in Skat, he has 61 points. 
The Opponents take the remainder of the tricks. 
Vorhand was ''without i," game i,==2Xi2 = 24. 



116 SKAT 

If at the lead of the second trick Mittelhand had 
played A^ instead of his best Matador, the game would 
have proceeded as follows: 

V. M. H. 

A^k jy 8J|i = i3 points for Opponents. 

J^ A^ Qy = i6 points for Player. 

lo^ii 8^ 94^ = 26 points for Player. 

K4k against him, he commences the spade suit, hoping 
to force the J d|i or make sufficient points before spades are 
exhausted. 

H. 

74jk = 37 points for Player. 
9^ = 47 points for Player. 
7^ = 54 points for Player. 

Having placed 10 points in Skat, Player has 64 points 
and wins his game. Every game, however, in Skat is played 
to a conclusion, but it is immaterial what Vorhand leads 
as there is no probability of making his Opponents Schnei- 
der. He leads Q^* 
V. M. H. 

0^ K^ 8^ = 22 points for Opponents. 

Hinterhand suspecting Vorhand still holds 10^, and 
knowing his partner has the best heart, and the J4k> leaves 
the trick to him. 

V. M. H. 

J4^ J<fr K4t = 28 points for opponents. 

74i loy 9^ = 38 points for Opponents. 

Q4I1 Ky A^ = 56 points for Opponents 



V. 


M. 


A4 


«♦ 


"♦ 


94 


K4 


04k 



GAME VII 117 

If at trick 3 , Mittelhand had trumped and forced the 
last Matador from Vorhand's hand by leading lo^, the 
result would have been virtually the same. 

Had Vorhand commenced the game by leading a Mata- 
dor (having only 2 , not including the best one) , he would 
have been made Schwarz, and lost 96 points, provided 
Hinterhand's discard is sound and understood by partner. 

V. M. H. 

J4^ J4i Q^= 7 points for opponents. 
J^ jy 7^ = 11 points for Opponents. 

Hinterhand has shown his partner his two weak suits. 
As Mittelhand has commenced an aggressive game, his 
partner knows he has a strong suit, and subsequent dis- 
cards from his hand will give valuable information for his 
use later in the game. 

V. M. H. 

74k Ay 9^ = 22 points for Opponents. 
04^ loy K4k = 39 points for Opponents. 

Mittelhand is aware that if Hinterhand has any strength 
it is in the diamond suit. Vorhand endeavors to conceal 
his weakness in the diamond suit. Hinterhand plays down 
in the club suit. 



47 points for Opponents. 
50 points for Opponents. 
75 points for Opponents. 
88 points for Opponents. 
99 points for Opponents, 
no points for Opponents. 



V. 


M. 


H. 


K4 


KV 


9* = 


Q^ 


8V 


8* = 


10* 


K^ 


A^ = 


io4fc 


Q4 


94 = 


A* 


94 


8^ = 


A* 


«♦ 


7f= 



118 SKAT 

As Player has not taken a trick he is Schwarz although 
he has lo points laid away in the Skat. 

He was * ' without i / ' game i , Schneider i , Schwarz i , = 4 
multipUers. Value of Guckser is 16. 16 X4 = 64. It counts 
double if lost; therefore Player is minus 128, because his 
first lead was an improper one. 



GAME VIII 
A GUCKSER WITHOUT MATADORS 

Vorhand holds J4k, J^, J^, K, 7^^; Q, 9, 84^; 10, g^. 

Mittelhand holds J4fc, Q, 9, 84k; 104^; 7V; K, Q, 9, 74- 

Hinterhand holds Ace, 104I1; Ace, 7^^; Ace, K, Q, 8^; 
Ace, 8^. 

In Skat: 10^, K^^. 

Hinterhand makes it Guckser, and discards 10^ and 7^^ 
to the Skat. 

The play runs thus: 

V. M. H. 

J^ J4i 8^= 4 points for Opponents. 

A^ = 17 points for Opponents. 

A4k=2i points for Player. 

A4i = 32 points for Player. 

K4k = 36 points for Player. 

lo^i = 50 points for Player. 

Ay = 61 points for Player. 

0^ = 34 points for Opponents. 
^♦ = 39 points for Opponents. 

K^ = 49 points for Opponents. 



JV 


?♦ 


»♦ 


io4k 


7* 


8* 


94 


7V 


K* 


9Jh 


9V 


94 


roy 


«♦ 


J* 


0^ 


Q4 


Q* 



GAME IX 119 

''Without 4," game i, =5. 16X5 = 80 plus for Hin- 
terhand. 

If Vorhand had not been so elated with his fine hold- 
ing of three Jacks, and had ''bided his time," the game 
might have been played thus: 

H. 

A4jk = 2i points for Player. 
Ay = 32 points for Player. 
Q^ = 16 points for Opponents. 
K^Jb =36 points for Player. 
Aiji = 47 points for Player. 
K^ = 26 points for Opponents. 
8^ = 32 points for Opponents. 
104^ = 48 points for Opponents. 
A^ = 6i points for Opponents. 
8^ = 63 points for Opponents. 

It is always a nice plan in Skat not to jump at conclu- 
sions, or overestimate values. Opponents should not take 
the initiative, but leave that to Player. 

GAME IX 
A NULLO 

An apparently sure Nullo will sometimes result in fail- 
ure, while one with more dangerous cards will frequently 
be successful. 

In the following game : 



V. 


M. 


»♦ 


104 


9¥ 


7V 


loV 


Q* 


94 


94» 


7* 


8* 


Ji 


«♦ 


04 


0^ 


K* 


J* 


J¥ 


94 


!♦ 


?♦ 



120 SKAT 

Vorhand held Ace, 8, jjf^; Ace, 9, 8, 7^; Ace, 8, 7^, 

Mittelhand held Q^; K, Q, J, 10, g^; Q, J, 10, 8^. 

Hinterhand held K, Q, J, 10, gjf^;], lo^k; K, 9, 7^. 

In Skat were K^, A^. 

Vorhand makes Nullo, and is tempted to declare an 
Ouvert, as a suit is generally exhausted in the second 
round. Fortunately, he decides on a plain Nullo, for he is 
vanquished. 

Player knowing his spade trick will be taken, even though 
two of the suit may be in the Skat, leads the nine. He can 
duck three rounds if the other three spades are all in one hand. 

V. M. H. 

94 ^ J* 

Success or failure depend on Mittelhand's insight and 
reasonable conclusions. In the suit of which he has 5, his 
partner is probably void ; and with his holding, it is their only 
chance. He leads the 9^ and the game proceeds as follows: 

V. M. H. 
8V 9¥ K^ 

Hinterhand shows the diamond will be a safer lead than 
spade or club. As Hinterhand has no hearts, Mittelhand 
continues the heart lead to give his partner discards and to 
eventually throw the trick into Vorhand's hand. If A^ is 
in the Skat, Vorhand will win his game whatever is played. 

V. M. H. 

Hinterhand shows his club suit is dangerous and Mit- 
telhand would not lead it if he had a club. He tries the 
third lead of the heart and finds it successful. 



GAME X 121 

V. M. H. 

Jt9 JV 9^ 

Vorhand wins the trick and the game is concluded. 

Nullo, Nullo Ouvert and Grando Ouvert are not played 
to a conclusion if a trick is taken by Player in the two first 
mentioned or if a trick is lost in the last mentioned game ; 
as in these three games, a trick won or lost decides the 
winner, and not the number of points made as in all the 
other Skat games. Nullo has no multipUers, multiplicand, 
no Schneider, no Schwarz. The game counts plus 20 if 
won, minus 20 if lost. As Player took a trick in the above 
game, he is minus 20, and the next deal is in order. 

Had Mittelhand led the diamond, Hinterhand would 
have played the nine, to put Player in the middle, as his 
cards are of equal value in the trick. If Player does not 
discard A^ii on the diamond trick, Hinterhand will defeat 
him by leading clubs three times. Vorhand's heart and 
club suits being exactly alike, it would be clever guessing 
to know whether to throw away A^ or AJf^. If he throws 
the A^i he wins his game. On such slight supports does a 
successful game depend in Skat. Vorhand's make was 
suitable, but the unequal distribution of the cards de- 
feated him. 



GAME X 

A NULLO FOR HINTERHAND 

Vorhand held AJf^; J, 84^; A, 9, 8^; Q, J, 9, 8^. 
Mittelhand held K, Q, J, loj^; Ace, Q, 4^; K, Q, ^; 
Ace, K^. 



122 SKAT 

Hinterhand held 9. 8, 74k; lo, 9, 7^^; 10, 7^; 10, 7^. 

In Skat: J^, K^. 

Hinterhand secures the bid and names Nullo as the 
game. Vorhand leads his singleton and then his shortest 
suit from the top. 

V. M. H. 

A4b K4k 74k 

J4 ^ 104 

Mittelhand with the high cards leads the K^ as the 
least of evils. 

V. M. H. 
Ay K^ loy 

9V Of 7V 

Mittelhand's cards are all takers and Hinterhand can 
not be defeated. With 3 Tens, 2 of them singly guarded, 
Hinterhand wins the game, not from any brilliant play, 
for he merely follows suit and underplays Opponent's 
lead, but the distribution of the cards is favorable to him. 
It looked like a very hazardous experiment before the 
cards of the other players were seen. 



GAME XI 

A GUCKI NULLO 

A Gucki Nullo enables a player to rid his hand of danger- 
ous cards. In a club game: 

Vorhand held Ace, K, 9, 8, 7^^; 10^; 74b; 10, 8, 7^. 
Mittelhand held Ace, K, gjf^; K, Q^; 10, Q^] K, J, g^. 
Hinterhand held Q, J, 10, 84I1; Ace, 9, 8, 7^; Ace, Q^. 



GAME XI 123 

Mittelhand bids lo for a turn; Vorhand retained the 
bid, and Mittelhand passed. Hinterhand bids 12 for a 
Solo diamond, Vorhand holding the bid. Hinterhand 
passes, and Vorhand makes Gucki Nullo. In Skat are 

Taking both Skat cards into the hand, without showing 
either one, he rids his hand of J and 10^, leaving the suit 
blank. Having seen the Skat cards he can safely lead a 
spade, as there are two spades in Opponent's hands. 

V. M. H. 

The heart discard by Hinterhand would be better for 
his hand, but would convey false information to his part- 
ner. In the diamond discard, he says to his partner, *'My 
weak cards are in this suit." As Vorhand has placed his 
diamonds in the Skat, Hinterhand 's small diamonds are 
useless in this deal, but to follow this rule of discarding, 
will, in the majority of cases be of the greatest assistance 
to a partner, as has been demonstrated in previous games. 
Mittelhand having the command of two rounds of dia- 
monds, it would be idle to lead them. The heart and club 
tricks are both uncertain, but Vorhand can get no discard 
on the spade trick and Mittelhand can observe his partner's 
second discard. He therefore leads thus: 

V. M. H. 

Mittelhand is absolutely warned against the heart lead, 
and proceeds to lead gjf$. 



124 SKAT 

V. M. H. 

Hinterhand takes, to place Player in the middle, and 
leads as follows: 

V. M. H. 

loy Ky Ay 

8V JV OjJ 

Hinterhand plays a losing diamond. 

V. M. H. 

Vorhand has secured the wished-for discard of lo^. 
He can win his game. He is plus 15. If he had lost he 
would have scored minus 30 (double the count, as in Passt- 
Nicht). 

GAME XII 
A GRANDO OUVERT 

Cards must be of exceptional value to warrant a player 
in naming the game Grando Ouvert. In this game Player's 
cards are placed on the table for the inspection of Oppo- 
nents, before a card is played. Player must take every 
trick. Immediately he loses a trick the game is concluded, 
and Player scores minus. 

In announcing his game, he thereby announces declared 
Schwarz, Schwarz, declared Schneider, and Schneider, 4 
multipliers. As his aims are impossible of fulfilment with- 
out two Matadors, the lowest count made is 168. ** With 2,'' 
game i , declared Schwarz i , Schwarz i , declared Schnei- 



GAME XII 125 

der I, Schneider i, making 7. The basis value is 24, 
24X7 = 168. If he holds all the Matadors the number of 
multipliers would be 9. 24X9 = 216. This is the most val- 
uable game in Skat, and seldom possible. Player as Vor- 
hand is in a far more advantageous position than as Mittel- 
hand or Hinterhand. 

In the following game : 

Vorhand held J4k> ]4^, Ace, 10, K, g^; Ace, 10, K, Q^. 

Mittelhand held J ^i !♦: Ace, 10, K, Q, g^^; 8^, Q, 8^ . 

Hinterhand held84k; Ace, 10, K, Q, j^; 7^; g, 8, 7^. 

Vorhand announces Grando Ouvert, and leads: 

V. M. H. 

it±, 84 74 
104 8^ 8^ 

K4 9Jt» 9^ 

Q± 0* 74 

Ay QV Q^ 

loy K* K4 

Ky io4b lojf, 

9ff A* A^ 

Vorhand scores plus i68. 

This hand appears invincible, but permits Vorhand and 
Mittelhand to exchange cards. Mittelhand now makes 
Grando Ouvert, and Vorhand leads. 

V. M. H. 
A* J^ 84, 



126 SKAT 

Alas! The J y is in Vorhand's hand if it is not in the 

Skat. 

V. M. H. 

The game is concluded, Mittelhand as Player scores 
minus i68. Had the game been Solo Gran do, Mittelhand 
maker, it would have resulted as follows : 

First two tricks = 17 points for Player. 

H. 

7^ = 13 points for Opponent. 
A^ = 34 points for Opponent. 
10^1^ = 51 points for Opponent. 
K4J^ = 62 points for Opponent. 
Q^ = 6g points for Opponent. 

74^ = 79 poiiits for Opponent. 

8^ = 28 points for Player. 

g^ =41 points for Player. 

Player scores minus 60. 

Unless Player is Vorhand it is unwise to play an 
Ouvert with less than three Matadors. 

The NuUo games considered in previous chapters are: 
NuUo, NuUo Ouvert, and Gucki NuUo. 

GAME XIII 

REVOLUTION 

There is one more Nullo game, so puerile, so senseless 
that if played at all it should be in the nursery for the enter- 
taining of small children. But, as there are card players 



V. 


M. 


JV 


A^ 


10* 


9¥ 


K* 


0^ 


0* 


KV 


9* 


K4 


84 


loV 


8¥ 


A¥ 


QV 


^°t 



GAME XIII 127 

who think it a restful interlude after a strenuous manipu- 
lation of the cards in Solo and Gran do games, a few words 
may not be amiss. The game is called Revolution — possibly 
because it quite revolutionizes the fagged brains of clever 
experts, as the reading of dime novels after an all-night's 
session was said to have accomplished a similar purpose 
for a British statesman. 

When Player holds cards for Nullo Ouvert, he may 
announce ''Revolution,'' and all players place their cards 
upon the table face exposed. The partners may consult 
together aloud as to which cards are advisable to play 
in their attempt to defeat Player. In the game of a few 
years ago, they were also permitted to exchange cards with 
one another before the play commenced, the better to com- 
pass their ends. If any game can be devised for adult 
players that is more ridiculous, it has yet to be brought 
before the public. 

The count for a winner is 60 plus; for a loser, 60 minus. 

Here is a game by Hinterhand in which he called for 
''Cards down," and played Revolution. 

Vorhand held Ace, K, Q, 7^ ; Ace, 10, K, Q, J^ ; 

Mittelhand held K, J, QJf^; J, gA ; Ace, 10, K, Q, 

Hinterhand held lo, 9, 8, jjf,; 8^] 8, 7^; 9, 8, 7^. 

Vorhand leads diamonds to give Mittelhand discards of 
spades, thus: 



V. 


M. 


H. 


A^ 


J4 


9^ 


Kf 


9* 


«♦ 


74 


K* 


^A 



128 SKAT 

Hinterhand loses his game, having taken a trick, and 
scores minus 60. The large count tempted him to try Rev- 
olution. It was ill-advised with a singleton eight. He 
could have scored plus 40 in place of minus 60, had he 
been less ambitious. 

Revolution, played under more difficulties, where the 
cards are not all winners in Vorhand's hand, as in the above 
game, and consultations occur during the progress of the 
deal, would resemble the game between Uncle Braesig and 
Hawerman (farm inspectors). Rector Baldwin and his 
brother-in-law Kurz the grocer, in the famous Fritz Reuter's 
*'Card Party," which scene is laid in Eisenach. It is the 
most amusing skit on card playing ever written. 



GAME XIV 
A RAMSCH 

Ramsch is a compound of Gran do and NuUo. It 
resembles Grando in the fact of the four Jacks being the 
only trumps, and Nullo in the desire to avoid taking tricks. 

The winner of the highest aggregate of points in the 
tricks of the deal is scored minus 20. If one player takes 
no trick, the loser scores minus 30, and if the loser takes 
all the tricks he scores minus 50. 

If a player pass holding high counting cards, the Ramsch 
game is a just punishment for his timidity, if announced, 
for he will assuredly win the greatest number of points. 

In playing Ramsch one rids his hand of high counting 
cards as speedily as possible, that he may not be in the 
lead at the end of the game ; and even then he may be so 



GAME XIV 129 

unfortunate as to win the high counting cards of the other 
players with cards of intermediate value. One should 
^atch closely the fall of the cards, remembering there are 
seven in suit, and two unknown ones are in the Skat. 

In the following deal: 

Vorhand held J^; lo, Q, g^d; lo, 8^^; K^; lo, Q, 7^. 

Mittelhand held J^^; J^^; A, Q, 7^; 10, 9, 7^; K, 9^. 

Hinterhand held K, 8, jjf^', K, gi^; Ace, Q, 8fjf ; Ace, 8^. 

In Skat: J^t, A^^. 

Mittelhand passes. Hinterhand passes. Vorhand may 
name the trump without bidding or he may announce 
Ramsch. He announces. 

Each player strives to take as few cards of numerical 
ralue as possible. There is no partnership. 

Holding a red Jack, it is good policy to lead it at once. 

V. M. H. 

jy J^ A^ = 15 points for Vorhand. 

Mittelhand holding a fourchette of Matadors, under- 
plays, for if Jtfli should chance to be in the Skat (as it is), 
both his Matadors would take with a high counting card in 
each trick. 

Vorhand not expecting the second lead, is in a dilemma. 
His cards are dangerously high. He rids his hand of the 
singleton heart before proceeding to lead an intermediate 
diamond. 

V. M. H. 

Ky 9^ Q^ = 22 points for Vorhand. 

Mittelhand passes the heart trick, expecting to get a 
discard of the Ace later. 
9 



130 SKAT 

V. M. H. 

0^ K^ 8^ = 7 points for Mittelhand. 

84k 04^ K^k = 7 points for Hinterhand. 

O4I1 J4^ 84^=12 points for Mittelhand. 

Mittelhand trumps the trick with its few points that his 
Matador may not take a more valuable trick on a subse- 
quent lead. 

V. M. H. 
104^ 74^ 94^ = 32 points for Vorhand. 

Four diamonds have been played. There is but one 
more and it may be in the Skat. Therefore, it is manifestly 
unsafe for Vorhand to lead a diamond. Of the clubs, but 
two have been played, the club is the safer of the two suits. 

V. M. H. 

g4li 10^ K4li = 2i points for Hinterhand. 
104I1 9^ 74^ = 42 points for Vorhand. 

The club lead proved unfortunate for Vorhand. As 
Mittelhand fears the 7^ will be led and put him in the 
lead, he discards his 9^ instead of A4b* 

V. M. H. 

7^ A4^ A^ = 64 points for Vorhand. 
10^ 7 V 8^ = 74 points for Vorhand. 

Vorhand takes last trick; therefore Skat cards belong 
to him. 

13 points are in Skat. 

As no pla3^er is without a trick Vorhand scores minus 20. 



GAME XV 131 

If at trick 7, Vorhand had led the diamond, he would 
have taken fewer points, but the result would have been 
the same as he would have been the loser with 53 points, 
while Mittelhand had 23 and Hinterhand 44. 



GAME XV 
ANOTHER RAMSCH 

Another game in which Ramsch was announced fol- 
lows, in which Vorhand was more fortunate: 

Vorhand held J^; Ace, Q, 84b; 10, Q^; K, 9, 8, 7^. 

Mittelhand held J^; K, 9, 74k; K^^; 10, Q^ ; Ace, Q, 
8^. 

Hinterhand held J, io4ii; Ace, 9, 8, 7^^; 10, K, 9, 7^. 

In Skat: ]^, A^. 

As neither Mittelhand nor Hinterhand would bid, Vor- 
hand announces Ramsch, and leads his red Jack. 

V. M. H. 

J^ jy JJf^ = 6 points for Hinterhand. 

Even though two spades may be in Skat, his 9^^ will 
be taken, so Hinterhand leads it. 

V. M. H. 
Q^ K^ 94^ = 7 points for Mittelhand. 

The club suit being the least dangerous of the three, 
Mittelhand leads from it. 

V. M. H. 
04k 94^ 104^ =19 points for Hinterhand. 



132 SKAT 

Knowing but one spade is out, and fearing it may be 
in the Skat, in which case Hinterhand's lead of a spade 
would capture two discards of high counting cards, he 
fears to risk it, and leads the diamonds. 

V. M. H. 
A4I1 Q^ 9^ = 21 points for Mittelhand. 

Vorhand taking advantage of Hinterhand's fears anent 
the spade, rids himself of the high club, and by that dis- 
card confirms Hinterhand's supposition. Hinterhand nat- 
urally supposes if Vorhand held 104}^ unguarded, he would 
not fail to disembarrass himself of it at the first oppor- 
tunity. His failure to do so satisfies Hinterhand it is in 
the Skat. In the meantime Vorhand strengthens his posi- 
tion by discarding his clubs. 

Although a card of high counting value is discarded 
to the trick, it is wise to take, or worse may ensue. One 
club only is unpla3^ed, and Mittelhand is confronted by 
the same fears as was Hinterhand in regard to the spades. 
He, therefore, leads a diamond. Herein he was at fault, 
for in leading diamonds, he must capture every trick. 
He should have taken the club risk. By having over- 
cautious Opponents, Vorhand wins. 

V. M. H. 
SJj^ 8^ 7^ = 21 points for Mittelhand. 

Mittelhand has missed his opportunity of throwing the 
lead on the club trick and his only chance now is with the V- 

V. M. H. 

9V Oy 10^ = 34 points for Mittelhand. 

8^ loy A4j^ = 55 points for Mittelhand. 



GAME XVI 133 

Mittelhand's cards are all winners, but it is played to a 
conclusion. 

V. M. H. 

^°4^ ^^ ^^ = ^o points for Mittelhand. 

Ky 74^ 8^ = 84 points for Mittelhand. 

7^ K4^ jj^ = 88 points for Mittelhand. 

Taking last trick, Mittelhand also owns the Skat cards, 
13 points; 96 for Mittelhand. 

As Vorhand captured no trick, Mittelhand scores minus 
30 for the Ramsch game. 

Had Hinterhand led the spade the second time, and 
had Mittelhand led the club the second time, Vorhand 
would have taken 81 points instead of none, Mittelhand 
only 20, and Hinterhand 19. The chief fault of the tyro is 
timidity, and in the majority of cases the results are un- 
satisfactory. 



GAME XVI 

A SOLO DIAMOND (WITH A WEAK HAND) 

Vorhand holds Ace, K, 9, 74I1; 10, K, Q, g^; g^; 
10^. 

Mittelhand holds J4t; J^; Ace, 8, 7^^; Q^; Ace, Q, 

Hinterhand holds J4k;J^; 10, Q4t; 10, K, 8, 7^; K, 

In Skat: 8^^, A^. 

In learning the game it is well for the student to have 
definite rules for his guidance, but when one has become 



134 SKAT 

familiarized with its peculiarities, he may adventure be- 
yond the rules. There are risks, and he may come to dis- 
aster, but the risks are the soul of Skat. In this game 
there is a certain amount of risk, but not a great loss, if 
unsuccessful. 

Mittelhand has not the requisite count of 8 for a Solo 
make, but having the highest Matador, and being a ven- 
turesome player, he bids for a diamond Solo, commencing 
with the usual *' lo." Vorhand passes. 

Hinterhand, also, lacks the conventional count, but one 
lead of club, and one of a diamond may clear those suits, 
and thus strengthen his hand. Moreover, although he has 
only a minor tenace in Matadors he is Hinterhand, a posi- 
tion of more safety than that of Mittelhand. He bids *' 1 2 " 
with the intention of making a heart Solo. Mittelhand re- 
tains the bid. 

Hinterhand bids ''14," and Mittelhand still retains. It 
is evidently not a Toumee that Mittelhand seeks. It is 
probable that Mittelhand has the two other Matadors. It 
may be a Solo, or it may be a Grando. Hinterhand's 
cards are not sufficiently good to withstand an attack and 
he retires. Mittelhand makes the trump a diamond Solo. 

Vorhand leads an Ace according to the usual custom 
in Solo, but Mittelhand trumps it. 

V. M. H. 
A4k 0^ Q4t = 17 for Player. 

Mittelhand 's inference: Hinterhand has neither 9, 8 or 
74^9 but may have 10. 

Vorhand's inference: SJ(^ is in Skat. (To learn the 
Skat cards early in the game is of great advantage.) 



GAME XVI 135 

Mittelhand wishes to draw trumps, and can lose but 14 
on high counting cards, as he holds Ace. 

V. M. H. 

10^ ?♦ K^ = 14 for Opponent. 

Hinterhand's inference: Vorhand has not Ace of 
trumps. 

Vorhand's inference: Hinterhand has not Ace of trumps. 
There is at least one Knave in Hinterhand's hand. If 
Mittelhand had held three, or the two highest, he would 
have led one. 

Vorhand does not continue with the club, for the Ten is 
in the Skat or in partner's hand. If the latter is the case, 
it will be lost on Mittelhand 's trump, or Mittelhand will 
get a discard of a losing card, a circumstance always to 
be avoided. He changes the suit and leads from his strong 
spade suit, in an endeavor to force the Ace. 

V. M. H. 

K^jb A^j^ 9^ = 29 for Opponent. 

Ordinarily Mittelhand would hold up the Ace to ''nip" 
the Ten in Vorhand 's hand on a subsequent trick, but as a 
short suit is not led in a Solo make, Mittelhand knows 
Vorhand must have three at least. If Hinterhand has 
the other one, this is the only chance to make the Ace. If 
not, it forces a trump, which will help his hand as he has so 
few. If Ace takes, he can get another trump lead at once. 

Hinterhand's inferences: lo^^ is in partner's hand. 
Mittelhand has no more spades, or has two more. 

Vorhand's inferences: Mittelhand has one or two more 
spades, Ace and 8^, and presumably two Knaves, not the 



136 SKAT 

two highest, nor the spade and heart (in sequence), or he 
would have led one. From his low lead, it would appear 
he has the minor tenace in Matadors, which is not the case. 

He who holds the first and third makes but one of them, 
if he leads; he who has the second and fourth loses both 
by leading; thus neither one will lead them. 

Hinterhand leads from his Ten, Ejng suit to force Ace. 

V. M. H. 

qV OV Ky = 36 for opponent. 

Mittelhand's inference: A^ is in Skat, and he can 
add II to the points in his tricks. Hinterhand knows he 
has all the hearts. If he can force the lead on Mittelhand, 
he will be able to make on J^ and save his partner's 10^. 

V. M. H. 
74I1 A^ 10^ = 38 for Player. 



Mittelhand does not swarm on partner's trick as it is 
sufficiently valuable to force a trump. 

V. M. H. 

104^ 8^ J^ = 48 for Opponent. 

Mittelhand knowing A^ is in Skat, has 49 points safe. 
He needs but 12 points more. If lo^fb is also in Skat he is 
secure. If it is with Hinterhand he can capture it without 
a doubt, as Vorhand will have no opportunity for a lead if 
Mittelhand does not lead spades. It is the only unplayed 
Ten, and both Player and Opponents seek to capture it. 
The lead is with Hinterhand. He must perforce lead the 
heart. Vorhand swarms his highest to make the trick 
valuable enough to induce Mittelhand to trump, that he 



GAME XVII 137 

may be compelled to lead a spade, and thus Hinterhand 
can save his lo^li. Mittelhand, however, wisely refuses to 
trump and gets one discard of a spade. 

V. M. H. 

K4fc 74^ Sy = 52 for opponent. 
04 ^4 ?¥ = S 5 f or Opponent. 

Hinterhand is now compelled to lead his lo^li, and the 
game is concluded. 

V. M. H. 

gjf^ jy 104^ = 50 for Player. 
9^ J* J^ = 54 for Player. 

In Skat, II, = 65 for Player. 

If at trick 2, Mittelhand had led J4li instead of a small 
trump, he would have made 73 points. Mittelhand has 
*'with I," game i, = 2. Diamond Solo 9. 9X2 = 18 plus. 

The A^ in the Skat saved Mittelhand the game. It 
was a fortuitous circumstance which frequently occurs 
in Skat, but should not be expected, or minus scores will 
result. 

GAME XVII 

A HEART SOLO FOR VORHAND 

In Skat, position is the battle half won. If player is 
Vorhand and has secured a Solo make on conventional 
lines, nine chances out of ten that he wins his game. The 
following game will show the fallacy of pinning one's faith 
to a motto, or of indulging in the shibboleths ** always" 
and ** never. " 



138 SKAT 

VorhandheldJ4b;J4; io,84fc; Ace, K, Q, 8^; lo, K^. 
Mittelhand held J V; 9, 7*; K, Q, 9, 84^; Ace, 8, 7^. 
Hinterhand held J, Ace, K, Q4b; Ace, 10, 7^; 10, 

9V; 94. 

In Skat: J^y 0#- 

Mittelhand passes. Hinterhand can count but 7 and 
passes also. Vorhand has the eight count for a Solo make, 
and names the trump a heart Solo. Having the first lead, 
he commences with one of his Matadors, that the 10^ 
may not make without drawing a Jack also. 

V. M. H. 

J^ jy 10^ = 14 for Opponent. 

Mittelhand leads an Ace, as is the custom in a Solo 
Opponent. 

V. M. H. 
K^ A^ 9^ = 29 for Opponent. 

Hinterhand, playing his highest on partner's trick, 
shows Mittelhand he has no more diamonds. Vorhand 
may have one more. It is Ten, as he played his lowest, the 
King. Mittelhand leads the suit again that partner's 
trump may catch the Ten. 

V. M. H. 

10^ 8^ 9^ = 39 for Opponent. 

Mittelhand now knows one of the Skat cards, the Q^. 
Hinterhand, following the rule, leads an Ace, which is 
trumped. 

V. M. H. 
Aff 8^ A4jk = 22 for Player. 



GAME XVII 139 

Vorhand leads trump again, still hoping the A^li will 
be led. Mittelhand swarms. 

V. M. H. 

8^ K^ J4i = 45 for Opponent. 

Hinterhand does not wish to lead the club suit as he 
has two tricks in it if it comes up to him, and so con- 
tinues with the spades. 

V. M. H. 
Ky 94^ 104^ = 36 for Player. 

Vorhand is chagrined that the club is not led, for he 
will now lose both tricks as he lost the diamond tricks. 
These two losses will bankrupt him, but it is inevitable. 
He leads another trump to possibly unguard the A^k in 
an Opponent's hand. 

V. M. H. 
Oy ?♦ 74 = 39 for Player. 

At last Vorhand is compelled to lead the club. 

V. M. H. 

SJf$ g4k K4^ = 49 for Opponent. 

lo^t 74» A4^ = 7o for Opponent. 

jjb Q^ 0* = 47 for Player. 

Three in Skat, = 50 for Player. 

Player loses his game. ''Without i," game i, = 2. 
Heart Solo is 10X2 = 20 minus. 



140 SKAT 

GAME XVIII 

CHANGE OF POSITION 

In Game XVII, if Player had been in Hinterhand's 
position the result might have been different. Let Hin- 
terhand and Vorhand exchange cards and Hinterhand 
make it the heart Solo. Vorhand leads, as is proper, the 
A*- 

V. M. H. 

A4k K4^ Ky = 19 for Player. 

9V JV 14^ = 23 for Player. 

J4ii 04k J4 = 7 foi* opponent. 

Directly Player gets the lead he commences with trumps 
as before. In the first instance, having the original lead, 
he was more cautious, and moreover did not know the 
spade would be led to him. In the first instance, however, 
it made no difference which Matador he led (as it resulted), 
as the strong hand was at his right, and he was thus placed 
in the middle at every opportunity. In the present game 
the conditions are sHghtly different. 

V. M. H. 
104^ ^4^ Qy = 36 for Player. 

Vorhand leads the spade again, for the same reason as 
it was led in the first game, to have the club come from 
Player. 

V. M. H. 
10 V 74^ Ay = 57 for Player. 



GAME XVIII 141 

Hinterhand, having exhausted trumps, knows the seven 
of trumps is in the Skat. The partners have no way of as- 
certaining its whereabouts. 

As Hinterhand has two singly guarded Tens, he cannot 
hope to save them both. The 9 and 7^ are yet unplayed. 
Mittelhand holds one at least. It is not discarded in the 
hope of making a trick after trumps are played, and Mit- 
telhand's refusal to discard diamonds shows qtiite con- 
clusively he holds Ace, as Hinterhand has Ten, King, and 
Mittelhand would not fear to unguard a Queen. The 
tenace of clubs, then, is probably with Vorhand, and if the 
diamond lead comes from there after clubs are gone he 
can make his Ten. He must sacrifice his club to save his 
diamond. 



V. 


M. 


H. 


K* 


94> 


84t = ii for Opponent. 


A* 


94 


iO|Jt = 32 for Opponent. 



Never permit Player to get a discard. Acting on this 
excellent advice, Vorhand dare not lead his QJf^f a win- 
ning card. He cannot hope to force a trump with it, and 
fears a discard. Presuming Player to hold the two remain- 
ing hearts (trumps) and one diamond, if he gets the dis- 
card of the diamond Mittelhand 's Ace will be lost to one 
of the trumps. 



V. 


M. 


H. 


9t 


Ai 


K^ = 47 for Opponent. 


7* 


«♦ 


10^ = 67 for Player. 


Q* 


?♦ 


8^ = 70 for Player. 



Three in Skat, = 73 for Player. 



142 SKAT 

Player wins his game, a score of plus 20. 

It must not be presumed that the conventional rules 
are safely disregarded. In the majority of cases they will 
serve, the above being an exception to the rule. Two 
unknown cards render the certain placing of the cards, as 
in whist, impossible, except by elimination. Hinterhand's 
play should have warned Vorhand his hand had the 
guarded Ten and Hinterhand was seeking to get a discard 
of the suit, leaving the Ace blank, for had Mittelhand held 
Ten he would have swarmed it on his partner's AJf^. 



GAME XIX 
A NULLO GAME 

WON BY A FEIXT IX THE LEAD 

Vorhand holds 9, 7*; 7^; 0, 8^; Ace, K, J, 8, 74. 

Mittelhand holds K, Q, 84^; K, J4^; Ace, K, J, g^; g^. 

Hinterhand holds Ace, lo^i; Ace, 10, Q, g, S^; loff; 
10, 04. 

In Skat: J4t, 7^. 

Mittelhand bids 10; Vorhand retains, and Mittelhand 
passes. Hinterhand bids 12 (for a spade Solo ''without 
4"), and Vorhand still holds the bid. Hinterhand "pro- 
vokes " Vorhand to 16, and then passes. 

If the game is worth anything it is worth 55, without 
taking into account the dangers of the Skat. If JJ|k is in 
the Skat, or J^, the game is worth 22. Hinterhand should 
not have bid imless he had the courage of his convictions. 
His is a common fault with the "provoker" who is tim- 
orous. At the resolute bidding of Vorhand, thinking the 



GAME XIX 143 

Matadors and a strong hand were against him, Hinterhand 
withdrew from the field and permitted his adversary to 
name the game. He neglected to note the fact that the 
more Matadors in Opponent's hand the safer his count, 
and that he held high counting cards in two plain suits. 
Vorhand bids without hesitation, boldly and confidently, 
intimating he had a great game and would go higher and 
higher, that he may discourage Hinterhand before he 
reaches 20, the limit of Vorhand 's holding. He succeeds 
in his attempt and names Nullo as the game. (In Nullo 
there are four suits of eight cards each, the Knaves and 
Tens taking rank below the Queens.) 

Vorhand 's position is considered the least advantageous 
one of the three, Hinterhand' s the most desirable for a 
Nullo maker. Vorhand's diamonds are safe; the spade 
stiit also is safe. If clubs are led to his hand, or even 
through it, he need not take a trick. His Q^ is the only 
dangerous card. 

A singleton seven is never led by a Nullo maker, but a 
singleton eight is a good play. One of the pointers in 
Skat is: '' Never return a Nullo maker's lead unless he is 
suspected of a feint." His best chance for getting a discard 
of Q^ on a spade trick, therefore, is to lead the 8^. Un- 
less one player is blank of the suit and the other has the 
seven he will not win the trick. Moreover, the winner of the 
trick will consider it a singleton and not return the lead. 

V. M. H. 

Mittelhand plays Jack, to give partner the opportunity 
of capturing the trick with Queen, thus placing Player in 
the middle at second trick. 



144 SKAT 

If Mittelhand had suspected a "feint in the lead" and 
returned the nine, Vorhand would have been defeated. 
Had Hinterhand held the Queen he would have played 
it. Thus, Mittelhand thinks 0^ is in the Skat. 

Mittelhand leads his singleton diamond, a correct lead 
for an Opponent in a Nullo game, whatever the denomi- 
nation of the card. 

V. M. H. 

The spades in Hinterhand 's hand are too long to ven- 
ture, the cards of his short suit both high. He returns his 
partner's lead, though it is a high card. 

V. M. H. 
!♦ K^ Q± 

Mittelhand discards from his shortest suit to inform 
partner. As there is nothing better to do with his holding. 
Hinterhand plays the spade. With two cards in sequence, 

he plays the higher. 

V. M. H. 

Still fearing the heart lead, Mittelhand tries his low club. 
V. M. H. 

q4^ sJh io» 

Unfortunately the lead is with Hinterhand again. All 
the remaining tricks are his, but the cards must be played 
to a finish. Had Mittelhand possessed more perspicacity 
he would have returned Vorhand's heart and defeated him 
before he secured the discard of the Queen. 



GAME XIX 145 

V. M. H. 
74b KJf^ A^ 
QV A^ _84 

As Mittelhand notes the fall of Q^ he realizes his 
blunder, but the opportunity has passed. 

V. M. H. 
A^ K^ A^ 

K^ 9V 0^ 

?♦ Q* ]o^ 

Vorhand wins his game, not having taken a trick, and 
scores plus 20. 

If at trick 5, Hinterhand realizing if lo^li wins, all the 
remaining tricks will be his, had played Ace and returned 
the Ten, Vorhand could have been defeated even then. For 
thus far he has had no opportunity for a discard, and the 
Q^ is still menacing his success. 

V. M. H. 
94^ 84k A^ 

74b K4ii lo^i 

Mittelhand having the winning club is compelled to 
lead the heart, and thus defeats Vorhand by accident, not 
bv clever play, 

V. M. H. 

Of 9V A4b 

The game is concluded when a Nullo maker takes a 
trick, and is not played to a finish. Vorhand is defeated 
and scores minus 20. 

10 



146 SKAT 

GAME XX 

A NULLO GAME FOR HIXTERHAND 

Vorhand has K, Q, J, g^i; lo^; Ace, K, Q, 8, 74. 
Mittelhand has AJf^; K, Q, J, g^^; K, Qf|f ; J, 10, g^. 
Hinterhand has 10, 8, 74I1; Ace, 10, 8, y^; g, 8, 7^. 

In Skat: Ace and J^. 

Trusting to the length of the spade stiit, to his position 
of Hinterhand, and to the missing suit, Hinterhand bids for 
a Ntdlo. 

Vorhand leads his singleton heart, and the cards play 
themselves thus: 



V. 


M. 


H. 


loV 


KV 


9V 


K* 


Q¥ 


8V 


0* 


A* 


10* 



Mittelhand now leads his singleton club and then tries 
a round of spades. According to Sir William Pole's ''law 
of probabihties " as applied to whist (but which mav be 
equally well applied to other card games), as Mittelhand is 
long in the spade suit, his partner may be short in it. It 
would not be a very good rule to follow invariably, for 
Player might be the one who was short ; but if one lead 
does not show good results, Mittelhand may try the 
diamond. The result shows it was a fortunate guess, as 
one diamond lead would have given the game to Hinter- 
hand. 

V. M. H. 
J* ^ 104 



GAME XXI 147 

Finding his partner without any, if there is not one in 
Skat he can defeat Hinterhand, and he continues thus: 

V. M. H. 

K4 94 A^ 

Hinterhand, winning the spade trick, loses his game 
and scores minus 20. 



GAME XXI 
A GRANDO GAME, "WITHOUT THREE" 
Vorhand has J^; AJf^; Ace, 10, 8^; Ace, 10, g^; 10, 

Mittelhand has J4k; 10, SJf^; K, 9, 7^^; 8, 7^; Ace, 8^. 
Hinterhand has J, K, 9, 74^; Q^] K, Q^; Q, 9, 7^. 

InSkaf.JV, 0*. 

Mittelhand bids for a Gucki NuUo, worth 15. Vorhand 
retains to 15. Mittelhand passes. Hinterhand passes. 
Vorhand names the game a Solo Grando. He is protected 
in every suit, and is thus justified in leading his losing 
Matador. 

V. M. H. 

J ♦ J ♦ Jifr =" 6 for Opponent . 

Hinterhand leads the middle card of his best suit. 

V. M. H. 

A4I1 84I1 94k =11 for Player. 



148 SKAT 

Having a Matador against him, Vorhand leads his 
winning cards to make his game before Hinterhand gets 
the lead to make his clubs, as Vorhand 's protection in 
clubs is gone thus early in the game. 

V. M. H. 

A^ 7^ 04k = 25 for Player. 
Ay 7^ 0^ = 39 for Player. 

The play from Hinterhand 's cards being identical on 
each suit, Player must trust to chance, his own holding 
in each suit being virtually the same. 

V. M. H. 
104^ 94^ 7^ = 49 for Player. 

He presumes Hinterhand has not the missing Knave, 
and continues with the heart. 

V. M. H. 
loy 8^ Ky = 63 for Player. 

Vorhand has won the game, but now he hopes for a 
Schneider, and continues with the spade, that Hinterhand 
may not get the lead and make his clubs, and that the 
diamond may come to him, that he may make his Ten. 

V. M. H. 
84^ K^ 04 = 13 for Opponent. 

Mittelhand, however, has the winning club and leads it. 

V. M. H. 

9^ 104^ K4k = 27 for Opponent. 
K^ A^ 9^ = 42 for Opponent. 
10^ 8^ 7J|i==73 for Player. 
In Skat, 5, = 78 for Player. 



GAME XXII 149 

Vorhand has *' without 3" in hand, but as J^ is in 
his Skat, he is "without 2." Game i, = 3; Grando, 20. 
20X3 = 60. 

GAME XXII 
A DIFFERENT DISTRIBUTION 

In Game XXI Vorhand's cards appeared invincible, 
but if the cards had been differently distributed, the result 
would have been disappointing. 

If Mittelhand had held g^k; g^; K, Q, 8, 7^; Q, g, 8, 

If Hinterhand had held J4k; J^; 10, K, Q, 8, 74^; K, 
Q^', A^, with ]^ and 7^^ in the Skat, no method of play 
by Vorhand would have won his game. 

In this case, Mittelhand commences the bidding, holding 
a Nullo hand. Vorhand retains the bid to 20, when Mit- 
telhand passes. Hinterhand tries for a club Solo, valuing 
his hand "with i," game i, Schneider i, = 3, times a club 
Solo, 1 2, = 36. Vorhand values his hand ''without 3," game 
I, = 4, 4 times a Grando X2o = 8o. Hinterhand bids to 36, 
Vorhand retaining, and Hinterhand passes. Vorhand 
names his game, and leads as before. Mittelhand stop- 
ping at 20 proclaims his game as Nullo, and warns Vor- 
hand the strength is in Hinterhand 's cards. 

V. M. H. 

J^ K^ jy = 8 points for Opponent. 

Mittelhand swarms on J^, as is usual on red Jack led 
by Player, and Hinterhand leads from his long suit to call 
the Ace. 



150 SKAT 

H. 

K^i = 15 for Player. 
04^ = 29 for Player. 
1^4^ = 43 for Player. 
_Jiji = 2i for Opponent. 
ioj|i = 34 for Opponent. 
04^ = 40 for Opponent. 
84^ = 50 for Opponent. 
74^ = 54 for Opponent. 
A^ = 75 for Opponent. 
Two in Skat, = 45 for Player. 

Even though Vorhand does not lead his losing Mata- 
dor, but forces the others with his high counting cards, 
the result is the same. Thus: 

V. M. H. 
A4b 9^ Q4k = 1 4 for Player. 
104^ gjpi K4k = 28 for Player. 

As Vorhand does not w4sh Hinterhand to get another 
discard, he discontinues the spade suit, and commences 
the heart. 



V. 


M. 


A* 
A* 

AV 


9Jh 
9* 

8¥ 


84 


ov 


9V 


04 


loV 


94 


Kf 


84 


10^ 


7<f 



V. 


M. 


H. 


A¥ 


7V 


J^ = i3 for Opponent. 


A* 


74 


KJlt = 43 for Player. 


«♦ 


Q4 


A^ = 3i for Opponent. 


!♦ 


ov 


JJ|fc = 38 for Opponent. 



Two in Skat, =45 for Player. 

Hinterhand, thinking if Vorhand held both Matadors, 
he would lead one to force J4b, is assured one of them is in 



GAME XXIII 151 

the Skat, and therefore leads to capture the one in Vor- 
hand's hand. He then continues with his clubs and cap- 
tures all the remaining tricks, and Vorhand loses with 45 
points. 

GAME XXIII 

fflNTERHAND AS TRUMPMAKER 

In the preceding game had Vorhand left the bid with 
Hinterhand, who wished to play a club Solo, Hinterhand 
would have won his game, as follows: 

H. 

Q^ = 14 for Opponent. 
K4J^ = 32 for Opponent. 
10411 = 24 for Player. 

J4^ = 28 for Player. 

jy = 41 for Player. 

74^ = 41 for Player. 
Kj|i = 45 for Player. 
Q4^ = 58 for Player. 

84^ = 62 for Player. 
A^ = 86 for Player. 
Two in Skat, =88 for Player. 

The Matador in the Skat increases Hinterhand 's count, 
as the bid is ''with.'' He is ''with 3," game i, = 4, times 
12 = 48 plus. 



V. 


M. 


A4 


9* 


-♦ 


KV 


AV 


Q¥ 


J4 


94b 


A* 


7V 


»♦ 


8V 


9V 


?♦ 


loV 


«♦ 


K4 


94 


104 


0^ 



152 SKAT 



GAME XXIV 
MITTELHAND AS TRUMPMAKER 



In Game XXIII if Mittelhand had been as rash a bidder 


as Vorhand, he would have tried for a Nullo Ouvert, in 


which case, had he held 


the bid, the game would have 


been played thus: 






V. 


M. 


H. 


AV 


KV 


JV 


loV 


8V 


K4 


9¥ 


7V 


Q4 


«♦ 


94 


A4 


Mittelhand wins the trick and scores minus 40. 


Had it been a Solo Nullo, it would have been easily 


won. The lead of an Opponent 


in Nullo is a singleton. 


V. 


M. 


H. 


A* 


94» 


K* 


»♦ 


94 


K^ 


K^ 


Q# 


A4 


AV 


KV 


J¥ 


xoV 


8V 


04 


9V 


7V 


Q* 


A* 


QV 


J4k 


^°4k 


94 


10* 


J^ 


«♦ 


8* 


104 


?♦ 


7* 



Mittelhand wins his game, plus 20. There is occasion- 
ally a deal where every hand has possibilities, as in the 



GAME XXV 153 

above. Vorhand's cards would be selected as the best of 
the three, by the majority of players, yet its success de- 
pends on the distribution of the other 22 cards. 



GAME XXV 
A TOURNEE DIAMOND (FOR HINTERHAND) 

Vorhand has J^t; K, 9, 7^^; 10, Q, S^f^; Ace, 7^ ; K^. 

MittelhandhasJ4k; 10, Q, 8^1; K, 74b;0,9V' io» Q^- 

Hinterhand has J^ ; J^; Ace, g^; 10, K, 8^ ; Ace, 
0,8^. 

In Skat: AJf^, 7^. 

Mittelhand passes. Hinterhand having a Toumee raake, 
by the ''rule of 4" {i.e., 4 in Aces and Jacks), and pro- 
tected in 3 suits, bids 10. Vorhand retains. Hinterhand 
bids 12. Vorhand passes. 

Hinterhand following a superstition, turns the lower 
card, which proves to be the diamond. He discards 10^ 
and Q^. 

In a Tournee make, Vorhand should lead a singleton 
or, lacking it, his shortest suit, if Player is Hinterhand. 
The rule, "Long road — short suit, short road — long suit," 
applies only to Tournee makes. Therefore Vorhand should 
lead short suits (''long road" to Player), and Mittelhand 
should lead his long suits ("short road" to Player), that 
the partners may capture tricks by high cards of one suit 
and trumping high cards of Player's suit, at the same 
time informing one another of the holding of each. 

It is generally trick-losing to commence with an Ace 
or Ten suit when Player has had a discard. Vorhand's 



154 SKAT 

singleton is a trump, his short suit has an Ace, and he is 
reduced to Hobson's choice, the middle card of his club suit. 

V. M. H. 

94k 84k AJf^ = 11 points for Player. 
K^ g^ jy = 17 points for Player. 

Vorhand will not cover a red Jack on the first lead, 
holding best Matador; the trick is not sufficiently valuable 
for Mittelhand to capture, and his Ten is protected by 
J^k- Player leads another Matador. 

V. M. H. 

Jdjk 10^ J^ = 14 points for Opponent. 

Had Player held two clubs, he would not have played 
Ace on a valueless trick, therefore Vorhand changes the 
suit and leads from the spades. 

V. M. H. 

04 K4 A^ = 33 fo^ Player. 

Mittelhand makes the trick valuable in order to call 

Player's Ace, if he should hold more than one in the suit, 
to save Vorhand's Ten. Player must draw the last trump, 
Vorhand swarms, and Mittelhand, having the lead, places 
Hinterhand in position of second player. 

V. M. H. 
^o^ ]^ 7^ = 26 for Opponents. 

Vorhand has neither led nor discarded a heart. Had 
he held Ten, he would have swarmed it instead of lo^^ 
which is well protected. The inference is, he holds the 
Ace. Mittelhand leads the suit. 



GAME XXVI 155 

V. M. H. 

7^ QV Sy = 29 for Opponent. 
Ay 9^ K^ = 44 for Opponent. 

As there are three unplayed trumps, Vorhand^s lead is 
immaterial. 66 for Player, — 10 in Skat, = 76 for Player. 

Tournee diamonds , S , ' ' without 2 , " game i , = 3 . 3X5 = 
15 plus for Hinterhand. 

Had there been a Knave in the Skat, he would have 
been ''with i" or "without i," game i, = 2, times 5 = 10. 
In that case he would have "overbid" his hand, as he bid 
12. His loss would have been the next higher multiple of 
the diamond, i.e., 15. His score would have been minus 
15, although he made 61 points. Bidding "without" 
more than i, is a dangerous habit to cultivate. 



GAME XXVI 
A TOURNEE CLUB 

In the preceding game, had Hinterhand turned the 
club instead of the diamond, he could have "resigned" for 
fear of a Schneider or tried a Passt-Mir-Nicht. He may, 
however, have thought by saving a Ten in the Skat and 
making his Aces good, he could save his game. He discards 
to the Skat his 10^ and 8^ . 

Vorhand leads his singleton diamond. Hinterhand has 
so long a suit he fears the second round will be trumped, as he 
suspects the King to be a singleton. Therefore he plays Ace. 

V. M. H. 
K^ g^ A^ = 15 points for Player. 



156 SKAT 

Hinterhand leads K^ that Opponents may suspect he 
holds Ten and may hold up the Ace. 

V. M. H. 

7¥ 9 V iESf = 19 fo^ Player. 

As the leal is embarrassing, he retttms the diamond 
to throw the lead. Vorhand swarms his ^o^, 

V. M. H. 
10^ 10^ 7^ = 20 for Opponent. 

Mittelhand leads a heart that his partner may catch 
Hinterhand's Ten, but is disappointed. 

V. M. H. 
Af Of A^ = 44 for Player. 

If the s : j^^ ir is not trumped, Hinterhand, ha\ing put 
'-r. ":'.'. have enough for his game. 

H. 
A^=55 for Player. 

0^ =31 for Opponent. 
94 =34 for Opponent. 
J ^ = 38 for Opponent. 
J f = -1 5 for Opponent. 
8^ = 55 for Opponent. 

Vorhand knows Hinterhand has 55 points. If he gives 
him the trick it will make 60. But if partner has lo^kf 
and he has lof in hand not in Skat, he is defeated. 
Therefore he takes the trick. However, the Ten in Skat 
saves Player's game. 

Hinterhand has "without 2,'* game i, = 3, times 8 
(Toumfe club) = 24 plus. 



poir.:; 


: 1 '-'- ^ 


V. 


M. 


«♦ 


:♦ 


K* 


K* 


Q4 


8* 


7* 


■!♦ 


J* 


0* 


9« 


10* 



GAME XXVII 157 

GAME XXVII 

A TOURNEE FOR VORHAND 

Vorhand has J^ ; lojft 5 Ace, 7^ ; 10, K, 8^ ; Ace, 
9,84. 

Mittelhand has JJft '> JV ; Ace, 8Jft ; K, Q, g^ ; Ace, 

Hinterhand has J^^l K, Q, 9, 7^1; lo^j^ ; Q^; 10, K, 

7^. 

In Skat: g^, 8^. 

Mittelhand having two Matadors, two Aces, and being 
protected in 3 suits, bids 10 for a Toumee. Vorhand, hav- 
ing but one Matador, but assured of saving 20 points in 
Skat, having two Aces and protection in 3 suits, retains 
the bid. Mittelhand bids 12. Vorhand retains. Mittel- 
hand, fearing a diamond turn, passes. Hinterhand passes. 
Vorhand turns the 8^, He discards the 10 J^ and lo^. 

To lead King of a suit to force Ace is a common lead. 
To discard Ten to the Skat and lead King is also a well- 
known play. Opponent must judge which is the case, 
when Player leads King. In this hand the play of the 
Ace on K^ led, or the holding up of Ace, suspecting the 
presence of Ten in Vorhand's hand, decides the game for or 
against Vorhand. 

V. M. H. 
Ky 7^ Q^ = 7 points for Player. 

Mittelhand holds up his Ace to catch Vorhand's Ten. 

V. M. H. 

9^ Ay 10^ = 21 for Opponent. 



158 SKAT 

Mittelhand follows the rule, ''Long road, short suit," 
and leads his singleton diamond. 

V. M. H. 

A4 Q^ 7^ = 21 for Player. 

A trump lead will be disastrous for Vorhand, and the 
heart will give one Opponent a swarm, and the other a 
chance to trump. Therefore he must lead a diamond, 
although it will place him as second player at the next 
trick. 

V. M. H. 

8^ 8Jf^ K^ = 25 for Opponent. 

Mittelhand, having long trumps, expects to make his 
A4I1 after trumps are exhausted, and avails himself of the 
opportunity to rid his hand of the only losing card. Had 
he swarmed the A^li, Vorhand would have lost the game. 
The Opponents now have Player in the disadvantageous 
position of second player, but Hinterhand has no other dia- 
mond to lead, and is compelled to lead the clubs, which 
is also correct according to the Toumee rule, "Short road, 
long suit"; also the club discard means he has trumps, or 
he would have swarmed suit cards. 

V. M. H. 

A4 A4b Q4t = 46 for Player. 

With the 20 points in Skat, Vorhand has won the game, 
and the Opponents take the remainder of the tricks. 
"Without 3," game i, = 4, times Toumee spade, 7, = 28 
plus for Vorhand. 

Had Mittelhand played A^ on first trick, Vorhand 
might have been defeated by the following play: 



GAME XXVII 159 

V. M. H. 

K^ A5|^ V = i8 for Opponent. 
A^ Q4 K^ = i8 for Player. 

Hinterhand plays King to increase the value of the 
trick, that Vorhand may play Ace, and thus clear the way 
for Hinterhand's Ten. Vorhand leads a winning heart. 

V. M. H. 

9^ 7^ io4j^ = 28 for Opponent. 

He saves his Ten of trumps and places Vorhand in the 
middle again. Hinterhand leads his winning diamond. If 
two diamonds are in Skat, Mittelhand can overtrump, 
swarm, or discard. 

V. M. H. 

8^ AJf^ 10^ = 49 for Opponent. 

As Opponents have but 11 more points to make, and 
Mittelhand holds such strength in trumps, he can afford 
to swarm AJf^. 

Hinterhand must now lead from his long suit. 

H. 

04^ = 32 for Player. 
7^ = 53 for Opponent. 
J^ = 57 for Opponent. 
K4t = 63 for Opponent. 
74fc = 34 ioT Player. 
94^ = 66 for Opponent. 

20 in Skat, = 54 for Player. 
Vorhand scores minus 28. 



V. 


M. 


A* 


84k 


9^ 


K* 


7* 


J* 


«♦ 


JV 


!♦ 


94 


8¥ 


04 



160 SKAT 



GAME XXYIII 
FRAGE, THE SIMPLE GAME 

American Skat players may meet German players 
who play the "simple game," called Frage. Since the 
Gucki games have come into vogue, it has been slighted, 
but there are always some who dislike innovations and 
still cling to this old game. 

Frage was the original game, with a slight difference: 
12 cards were given the dealer, from which he selected the 
trump suit, and discarded two, thus creating a Skat. Un- 
guarded Tens were frequently chosen for these discards, 
thus the value of saved points was a ''guarded treasure," 
presumably the origin of the word Skat. 

Player may not have cards strictly conformable to the 
" Rule of 4" for a Toumee make, but can venture on a 
Frage, with its choice of four suits and the advantage of 
two discards. 

In the following game: 

VorhandhadJJ|t;JV; Q*; 104^; io,K,7V; 10,0,84. 

Mittelhandhad J4b; Ace, 7^1; Q, 8, 7^^; 0,8^; Ace,94. 

Hinterhand had J^; K, 9, 8^1; Ace, K, 9^; 9^ ; K, 7^. 

In Skat: A^, lojf^. 

There is no bid, and Vorhand may name the game 
without bidding. He may try a Tournee, a Frage, or de- 
clare Ramsch. He decides for Frage and takes both Skat 
cards into his hand without showing them. In the modem 
game, such a proceeding indicates Player's intention of 
playing Gucki Grand. It is essential to harmony that a 
perfect understanding is reached before the deal. If Frage 



GAME XXVIII 161 

is permitted, it must be stated previous to the commence- 
ment of the game. 

Vorhand names hearts as the trump suit, and places 
io4i and 10^ in the Skat. 

Having the high counting cards in trumps, he can lead 
low to call the Knaves, without loss. 

V. M. H. 

7V OV J^ = 5 for Opponent. 

Hinterhand plays J^ to show partner he is short in 
trumps and to place Player at second hand in the next 
round. 

The "short road, long suit" rule must be disregarded, 
as Hinterhand holds tenace in it, and may be able to cap- 
ture two tricks in it, if led to him. He leads an interme- 
diate card. 

V. M. H. 
04^ A4I1 gjf^ = ig for Opponent. 

As it is his partner's lead, Mittelhand plays Ace, 
whereas if it had been Player's lead, he would have held 
up Ace, unless Ten had fallen. He returns his partner's 
lead, which Vorhand trumps, and leads trumps. 

V. M. H. 

Ay 74i Kd(i= 15 for Player. 
JV J4 9^ = 23 for Opponent. 

Thinking Hinterhand may be able to swarm a plain 
suit card, Mittelhand covers the Matador and leads the 
middle card of his spade suit. As Vorhand has renounced 
11 



162 SKAT 

clubs, Hinterhand does not suspect him to be void of 
another suit, and plays Ace, which is also trumped. 

V. M. H. 

ipy S^ A^ = 3 6 for Player. 

To Opponents, Player has 36 points, but he knows him- 
self to possess 56 points, as he placed 20 in Skat. With his 
two remaining trumps he holds 6 points, making 62, his 
game. He draws the last trump, and then leads the inter- 
mediate card of his diamond suit. 

V. M. H. 

]4^ 8V 84^ = 38 for Player. 
Q^ 9^ KA = 3o for Opponent, 

Hinterhand knowing Vorhand trumps spades, leads 
King, that the last trump may be forced from his hand 
before a second diamond lead, that the two last tricks 
may be taken by Opponents. 

V. M. H. 

Ky 74^ K4 = 46 for Player. 

8^ A^ 7^ = 41 for Opponent. 

10^ Qi^ 9^ = 54 for Opponent. 

In Skat, 20 points, = 66 for Player. 

The value of the game is: '' With i ," game i , = 2. Heart 
Frage is 2 . 2X2=4 plus for Vorhand. It would have been 
quite as profitable to have declared Ramsch. Had he done 
so, the game might have been played as follows: 



GAME XXIX 163 

GAME XXIX 

RAMSCH 

Vorhand leads a red Jack, a proper lead in Ramsch. 
(In Ramsch, Jacks onl}^ are trumps; cards rank as in 
Gran do; there is no partnership; the player taking the 
highest aggregate of points is scored minus 20. There are 
no multiplicands nor multipliers in Ramsch.) 

V. M. H. 

J V 2^ J4 = 6 for Mittelhand. 

Mittelhand leads the highest of his shortest suit, on 
which Vorhand plays the intermediate card. Vorhand then 
leads a singleton. 

V. M. H. 

Ky Q V 9^ = 7 for Vorhand. 
04k A^j K4k = 24 for Mittelhand. 

As Mittelhand has but two in suit, it is the safer to play 
Ace the first round. He holds small cards in clubs and 
hearts, and leads an intermediate card of his spade suit, 
on which Hinterhand plays an intermediate card, and 
Vorhand is compelled to take the trick. Vorhand con- 
siders the diamond lead the safer of the two. 

V. M. H. 

10^ 8^ K^ = 21 for Vorhand. 
Q^ A> K^=42 for Mittelhand. 

Mittelhand plays Ace for the same reason as before, 
leads Q^ to throw the lead to the holder of Ace, and 
Vorhand trumps, as the trick is of small value. 



164 SKAT 

V. M. H. 

X* 04 9^ = 26 for Vorhand. 

There are two hearts still unplayed, Ace and eight; 
two diamonds, nine and seven. The Skat cards are un- 
known. Mittelhand's lead of Q^ may have signified it 
was a singleton, or the best of 2, or the middle card of 3, 
in which latter case, he must still hold Ace and eight. 
Mittlehand's play of A^, second hand, showed he was 
short in the suit, 2 or no more, not 3. Therefore he cannot 
have both nine and seven. If A^ is with Hinterhand he 
has also eight, or he would have played it oil first lead of 
the suit. In Ramsch, it is more difficult to place the cards 
than in any other game; as there is no partnership, the 
players are not seeking to convey information, but to sup- 
press it. Vorhand decides the diamond is the safer lead. 

H. 

7^ = Mittelhand, as above. 
84^ =10 for Hinterhand. 
9iji==2o for Hinterhand. 
A4j^ = 3i for Hinterhand. 

Cards in Skat belong to the winner of the last trick in 
Ramsch. 

20 in Skat, = 52 for Hinterhand. 

At trick 7 Hinterhand's prospects were favorable, but 
he lost the game by being compelled to take the last trick. 
To avoid this position, Mittelhand kept his losing cards, 
that he might throw the lead at the close of the game. 
Hinterhand having the highest number of points in his 
tricks is scored minus 20. There is no winner in Ramsch. 

At trick 7, had Vorhand led the heart, Mittelhand 



V. 


M. 


«♦ 


9f 


loV 


74> 


lO^ 


8¥ 


7V 


74 



V. 


M. 


7¥ 


8V 


10^ 


74b 


84 


94 


loV 


74 



GAME XXIX 165 

would have been the loser, as Hinterhand would have 
been enabled to discard his A^l^ thus: 

H. 

A4J^ = S3 for Mittelhand. 

8|ji = io for Hinterhand. 

7^ = 53 for Mittelhand. 

941 = 63 for Mittelhand. 
In Skat 20, = 83 for Mittelhand. 
Mittelhand scores minus 20. 

With Skat players of the past, the player who has the 
highest score is the target for the other players. Could 
Vorhand have read the cards exactly, if Hinterhand had 
the highest score Vorhand would have led the diamond 
to cause Hinterhand to lose the game ; if Mittelhand had 
the highest score Vorhand would have led the heart to 
give Mittelhand the minus score. 

If Vorhand had known the Skat cards, he might have 
made the game Gucki Grand, and won the game with a 
score of 32 plus. 



GAME XXX 

A GUCKI GRAND FOR MITTELHAND 

Gucki Grando (or Guckser) is a new invention in the 
Skat world, introduced by players who were desirous of 
playing a Grando but who had losing Tens that would 
increase the Opponent's count. If they could be placed in 
the Skat they would, on the contrary, increase Player's 
count. For some time the Nord Amerikanischer Skat 



166 SKAT 

Verband refused to countenance the game. It is now, 
however, one of the regularly authorized games at the 
annual congresses. 

It may justly be considered the most popular game of 
Skat, although the most dangerous, for if lost it costs 
double its value. This lamentable fact does not seem to 
abate the ardor with which modem players bid for a 
Guckser, possibly in a majority of instances an entirely 
unwarrantable venture. 

One of the chief mistakes made by beginners in regard 
to a Gucki Grand is the idea of obtaining assistance from 
the Skat. The game was especially designed to save 
valuable counting cards by placing them in the Skat for 
safe keeping, but no logical Skat player will play Gucki 
Grand with the expectation of obtaining something of 
value from the Skat. 

Another mustake is to play a doubtful Guckser, when 
a Toumee or a Solo offers greater possibilities of success. 
The two-year-old Skat player is frequently drawn into this 
fascinating m^aelstrom of blighted hopes. 

Vorhand has J^; Ace, K, 9, 7^; Ace, 10, Q, 9, 7^. 

Mittelhand has JJik; J^; Ace, K, Q, 8, 7^; 10, 84^; 
10^. 

HinterhandhasJ4; 10, 9^(1; Q^^; K^; Ace, K,0,9,84. 

In Skat: 8^,7^. 

Mittelhand bids 10. Vorhand counts but 7 for a Solo 
heart, still as he has only two suits, giving him fine chances 
for ruffing Aces, he retains the bid. "Without 2" he can 
hold the bid to 30. Mittelhand bids for a club Solo, 12, or 
a Gucki Grando, 16, but to save his 10^ runs the risk of 
a double loss and bids to 32. " With 2 " he can bid to 48, 



GAME XXX 167 

but Vorhand passes at 30, and Hinterhand makes no bid. 
Mittelhand announces Gucki Gran do, and finds 7^ and 
8^ in the Skat. He discards 10^ and the singleton heart 
in order to trump the heart suit. 

Vorhand, knowing it is futile to lead the long heart, as 
Mittelhand will assuredly trump and draw his Matador 
which he hopes to use for trumping a club trick, leads his 
spade suit and finds his partner with a singleton. Think- 
ing Mittelhand will not trump so small a counting card as 
a King, and partner can therefore swarm, and presuming 
104^ to have been discarded, he leads King and is more 
fortunate than he dared to hope, for Hinterhand has also 
a Matador, and trumps Mittelhand's Ten, thus: 

V. M. H. 

A^^ 84^ Q^ = 1 4 for Opponent. 
K^k 10^ j4 = 3o for Opponent. 

Hinterhand now leads from his long suit, as any other 
lead will deceive partner. Vorhand knowing it impossible 
to make his heart suit, swarms the Ace. 

V. M. H. 

A^ 7^ A^ = 52 for Opponent. 

Hinterhand continues the diamond suit. Vorhand, ex- 
pecting to catch the Ten of the suit, trumps. Mittelhand 
is forced to trump the trick, though of small value, as a 
heart lead from Vorhand may be expected, and will con- 
tinue indefinitely, as would the diamond from Hinterhand 
have done had the trumping Matador not fallen. More- 
over, he knows the Opponents have taken 52 points and 
need but 8 more to proclaim his defeat. 



168 SKAT 

V. M. H. 

JV Jj^ K4 = 8 for Player. 

As the red Matadors have been played, it is unnecessary 
to lead the last trump, therefore Mittelhand leads AJf^, 
hoping, as the suit is so long, he may find the tinguarded 
Ten in Hinterhand's hand. 

V. M. H. 

74^ AJh 94^=19 for Player. 
10 V ?♦ ^1041 = 72 for Opponent. 

The remainder of the tricks are Mittelhand 's, but he is 
already defeated. It is played to a finish, and Player has 
48 points. He is ''with 2," game i, = 3. Gucki Grand, 
16X3=48. Double, if lost, = 96 minus for Mittelhand. 

GAME XXXI 
A CLUB SOLO 

Had Mittelhand made clubs trumps instead of at- 
tempting a Guckser, he could have won his game, although 
he gave away two Tens, thus: 

As it is a Solo make, Vorhand commences with his long 
heart suit, for there are eleven trumps instead of four, and 
his partner may have a chance to overtrump Mittelhand. 
Moreover, Mittelhand has had no opportunity to discard, 
and may have one of the two missing hearts, and Vor- 
hand's tenace in spades may capture two tricks if the suit 
is led to him. 

V. M. H. 
A^ K4k KV = 19 for Player. 



GAME XXXI 169 

Hinterhand proclaims his heart a singleton. Player 
leads tramps, knowing two rounds will exhaust them, un- 
less they are all in one hand. If so, the third round will 
throw the lead, and possibly spades may be led to him, 

V. M. H. 

JV JJh 94^ = 23 for Player. 

7^ J^ J^ = 27 for Player. 

qV Ajp^ 1041 = 48 for Player. 

Player leads the small spade, trusting Ace may fall, 
and he may thus save his Ten. He has two losing Tens, 
and is in imminent danger of a defeat. 

V. M. H. 

K4^ S^ Q^ = 7 for Opponent. 

Aijk i04j^ K^ = 32 for Opponent. 

Vorhand knows Player has 48 points, not counting 
what may be contained in the Skat. If Vorhand leads 
lo^, and Mittelhand trumps, he wins his game, for Q4k 
is in his hand or in the Skat. If, however, Vorhand leads 
gi^, Mittelhand may discard his fourth card, and Hinter- 
hand m^ay swarm and lead another winner, for there may 
be two trumps in Skat, in which case partner's diamonds 
with Vorhand's swarming cards may defeat Player. 

V. M. H. 

g^ 10^ A^ = 53 for Opponent. 

Mittelhand by discarding 10^, takes the remainder of 
the tricks. 



170 SKAT 

V. M. H. 

74 0* 8^ = 51 for Player. 

Q V i* 9^ = 54 for Player. 

10^ 74^ Q^ = 67 for Player. 

In Skat, o. 

Player was ''with 2," game t, = 3Xi2 (Solo club) =36 
plus for Mittelhand. 

If at trick 7 Vorhand had led lo^, Mittelhand would 
have trumped, then led 10^, and would have won with 
64 points, thus: 

V. M. H. 

lo^ 0* 8^ = 61 for Player. 

0^ 10^ A4 = 56 for Opponent. 

74 si 0^ = 64 for Player. 

94^ 2* 94 = 64 for Player. 

A Player who fails to keep count of points taken, in 
both his own and in his Opponent's tricks, is seriously 
handicapped at critical moments, when a point more or 
less determines the gain or the loss of the game for Player. 



GAME XXXII 
REVOLUTION 

A hand so composed as to warrant Player in declaring 
Revolution is a rarity in Skat. In this game the cards of 
the three players are placed on the table and the partners 
may exchange cards with one another and consult as to 
the modus operandi by which Player may be defeated. 



GAME XXXII 171 

If, perchance, the cards in one hand are absolutely desti- 
tute of any capturing quality, regardless of the distribu- 
tion of the other cards, it is a profitable holding of the 
Player, but possesses none of the fine elements of skilful 
play of the other games, for, if properly declared, it is 
invincible. If it were not, it would be a NuUo Ouvert 
declaration, with nine chances in ten of success. In 
Revolution, it is a certainty, or it is not properly declared. 

The compulsory custom in some new clubs for Vorhand 
to declare Revolution after a certain number of deals, in 
order to relieve the intensity of this strenuous game, is 
absurd. Such players should place four at a table, and thus 
one of the number will be relieved each deal from the 
responsibilities attending clever play. 

In a recent deal: 

Vorhand held Ace, Q, lo, 8, 7^^; 8, 7^^; 8, 7^; 7^. 

Mittelhand held J^; J#; Ace, K, Q, gjf^; K4k; K, 

Hinterhand held Jcfli; J^k; Ace, 10, 9^; Ace, 10, K, 

In Skat: loj^, 8^. 

It will be seen at a glance, no matter how the other 
cards are distributed, Vorhand need not capture a trick. 
Even after exchanging there will be three spades in one 
hand, and if led Vorhand can underplay each time. In no 
other suit is there a possible winner. Therefore Vorhand 
is prepared to retain bids as high as 60. 

The bidding is the only interesting part of the game. 
Mittelhand bids 10, to prevent a Ramsch; Vorhand retains, 
and Mittelhand passes. Hinterhand wishes to play a Solo 
diamond with declared Schneider, which will give him a 



172 SKAT 

count of 45. Were he in Vorhand's position, he could play 
a Solo Grando and declare Schneider, making a count of 
80. He bids 12, and as Vorhand retains, Hinterhand con- 
tinues to bid until he has reached 45. If Vorhand has 
both red Matadors, he may be bidding for a Solo Grando, 
48, but Hinterhand can go no higher than 45, and is com- 
pelled to pass. Vorhand declares a Revolution. 

One's chagrin is deep when compelled to pass with a 
fine game in hand to an Opponent who wins 60 points from 
a fortunate deal in which skilful play has no part, and 
against which there is no defense. The holder of a Revolu- 
tion should be more inclined to feel guilty than triumphant. 

As soon as the cards are placed on the table Mittelhand 
and Hinterhand place their cards on view, and inspect 
them. A glance shows the futility of effort, and they 
abandon the game, Vorhand scoring plus 60. 

If, however, Vorhand had held Ace, K, Q, 8, 7^, he 
could have been easily defeated. Five in suit, holding the 
two lowest, is nearly always safe, for there is a fair chance 
of one being in the Skat. If the other cards had been thus 
distributed — 

Mittelhand K, Q, J^; Ace, K, Q, g^k; Q, J^; lo^^. 

Hinterhand J^t; J, 9^; Ace, 10, K, g^; Ace, 10, g^, 
when the cards are placed on the table Mittelhand is per- 
mitted to exchange his two diamonds for Hinterhand 's 
two spades. As he can hold the trick, with either a club 
or a heart lead by Vorhand, he leads J^fb and follows thus: 

V. M. H, 



GAME XXXII 173 

Vorhand scores minus 60. 

Revolution being a NuUo Game, the cards rank as in 
whist, no Matadors. If one is not absolutely sure of a 
Revolution, it is advisable to declare a NuUo Ouvert and 
be content with 40. Memento Ccesar. 

Had Vorhand declared Nullo Ouvert, he would have 
won his game. He would have commenced with a club or 
a heart. As soon as Player's cards are on the table the 
Opponents see it is impossible to defeat Player except by 
three rounds of spades, and Mittelhand abandons the 
game, as he has one of the three. Vorhand scores plus 40. 

Another Revolution was held by Mittelhand in a club 
game. 

Vorhand held J4t; J^; Ace, K, 9, 8^^; 10, g^^; K, Oy. 

Mittelhand held 74i; 7^^; 10, 9, 8, 7^; 10, 9, 8, 7^. 

Hinterhand held J^; J^; 10, Qdfk; Ace, K, Q, 8^^; K, 

In vSkat: A^, A^. 

Mittelhand bids for a Revolution. Hinterhand can 
count but 7 for a Solo spade, and Vorhand but 7 for a 
Solo club. They both pass. Had they known the treas- 
ures of the Skat, either one could have bid for a Gucki 
Grand; but the ''Revolutionist" would have outbid either 
and won, as may be seen. 

Here is another sure Revolution in Vorhand's hand: 

Ace, K, 0, 9, 8, 74; 9, 8, 74k; 7^^. 

Were the T^ absent, the J^ present, one would be 
tempted to announce a Solo diamond ''without 3." 



174 SKAT 

GAME XXXIII 
A SOLO (WITH A DECLARED SCHNEIDER) 

In the preceding game, when Vorhand played a Nullo 
Revolution, Hinterhand held a Solo diamond, with a de- 
clared Schneider. Had he been permitted to play his 
game it might have resulted as below. 

When Player is not in Vorhand's position, and consid- 
ers the possibility of declaring either a Schneider or a 
Schwarz, it is inadvisable to name the trump until he 
has decided on the declaration ; for the instant the trump 
is named, Vorhand will lead, and as soon as the card is 
placed on the table, the declaration is barred. Therefore, 
in this deal, when Hinterhand secures the bid, and decides 
to announce a Schneider, he does so in one sentence, *'Solo 
diamond, with a declared Schneider." 

Vorhand leads from his long suit, as it is a Solo game. 

V. M. H. 

A4^ io4|^ 94^ = 21 for Opponent. 
K4k Oi ^ = 1 1 for Player. 

Mittelhand swarms, that Hinterhand may not get a 
discard without a loss of 7 points; or, if he has Q^, to save 
3 points for the partner's score. 

V. M. H. 

?♦ 04 J4^=i6 for Player. 

74^ !♦ J4^ = 2o for Player. 

Q^ jy 9^ = 26 for Opponent. 

As Vorhand's first discard is a club, he, presumably, 
has not the Ten, and Mittelhand's Ace, King may secure 



GAME XXXIV 175 

two tricks; thus he leads a heart to Hinterhand's hearts, 
that Hinterhand may be compelled to lead a club; or 
through Hinterhand's hand to Vorhand's possible hearts. 
However, it is immaterial which card he leads, as Hinter- 
hand captures all the remaining tricks. 



V. 


M. 


H. 




7V 


0¥ 


AV = 


= 34 for Player. 


8V 


94k 


A4 = 


= 45 for Player. 


84k 


KV 


xoV = 


= 59 for Player. 


7* 


K* 


I0^ = 


= 73 for Player. 


«♦ 


A* 


9V = 


= 84 for Player. 



In Skat 10, = 94 for Player. 

Hinterhand scores 45 plus. ''With 2,*' game i, 
Schneider i, declared Schneider i, = 5. Solo diamond is 9. 

9X5 = 45. 

Had the Opponents captured 4 more points, making 
them 30 instead of 26, Hinterhand would have been de- 
feated, and would have been scored minus the entire value 
of his game, 45. He declared Schneider, and must justify 
his declaration or lose all. 



GAME XXXIV 

GRANDO (WITH A DECLARED SCHNEIDER) 

VORHAND PLAYER, HINTERHAND PLAYER 

In Game XXXIII had Hinterhand's cards been held 
by Vorhand, the latter might have made Grando with 
declared Schneider, thus: 



V. 


M. 


J* 


!♦ 


J^ 


JV 


A4 


Q^ 


io4 


94» 


«♦ 


0* 


9^ 


K* 


AV 


QV 


loV 


KV 


9V 


io4fc 


9* 


A* 



176 SKAT 

H. 

7^ = 4 for Player. 
7^ = S for Player. 
7Jfi = 22 for Player. 
8^ = 32 for Player. 
84k = 39 for Player. 
74^ = 43 for Player. 
84^ = 57 for Player. 
04^ = 74 for Player. 
K4k = 88 for Player. 
A^ = 21 for Opponent. 
In Skat, 10, = 98 for Player. 

''With 2," game i, Schneider i, declared Schneider, 

I, = 5 X20 = I00. 

If, however, as Hinterhand, he had named the trump 
Gran do, with declared Schneider, he would have failed 
ignominiously, as see: 

In Grando Opponents should always lead from the 
long suit. 

V. M. H. 

A 4^ 104^ 94^ = 21 for Opponent. 
K4b Ot J4b = 9 for Player. 

If Hinterhand refuses to trump, the partners have 28 
points. If, then, Vorhand leads a diamond, on which 
Mittelhand places J^, they have the 30 necessary points, 
which places them ''out of Schneider.'' Hinterhand thus 
loses the entire value of his game, as he has announced 
Schneider and has failed to substantiate his declaration. 
He is scored minus 100. 



GAME XXXV 177 

If he has not refused to trump, at trick 2 the game 
proceeds thus: 

V. M. H. 

7^ J^ A^ = 34 for Opponent. 

As before, Opponents are ''out of Schneider," and 
Hinterhand scores minus 100. 



GAME XXXV 

A GRANDO FOR HINTERHAND 

Had Player, as Hinterhand, in Game XXXIV, at 
fourth round named Grando, without declaring Schneider, 
the game would be continued thus: 

H. 

14^ = 22 for Player. 
Ay = 36 for Player. 
loy = 50 for Player. 

9^ = 50 for Player. 
K^ = 40 for Opponent. 

9^ = 47 for Opponent. 
10^ = 60 for Opponent. 
In Skat 10, = 60 for Player. 

Player having only half of the entire count is a loser, 
and scores minus the value of the game. ''With 2," game 
I , = 3. Solo Grando is 20 X 3 = 60. Player must have more 
than half the count, i.e., 61 at least, to be a winner. 
12 



V. 


M. 


74k 


A* 


7V 


QV 


8V 


KV 


8* 


94k 


74 


JV 


<?♦ 


K* 


«♦ 


Q* 



178 SK-\T 

V. IL iL 

AA —A ;A=M forOppoDcfit. 

'^ik ^^ .' A=9for PlaiTer. 

"V ^¥ A y =23 inr Pbtycr. 

5f Kff ::y =37 far Player, 

:♦ A ;V = 5:*cirPlaTer. 





- • 


T . ! . . 


- - Tt: :.^ 


to 


a r-.: 


: ; 1 : : 




-_-*: 


- 


~ T •-' 










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.-.''•_: . 






















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- 




.- '": 




- 















cinm^^lll 


3:52d ffer-ii n; 


It- 


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r ^— 


-_'-.: 


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— . 


■ ' - 






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-A ■ 


- --- 




: 1 










z:. 


T 


- ■-- 


5^:.: 






















- ._ 


" — 


















-A 


::A 


He daie 

;♦ = - r 










~- - 










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7 ::_: 








- - 




J. ; 




~ V !" - 



GAME XXXVI 179 

hand has J4k and three other cards. If he had Ace he 
would not have led the nine. He must have Ten and not 
Ace. If Ace is in Skat, Hinterhand has Ten, eight. If he 
had Ten, King, he would have led Ten. He plays QJf$ 
and awaits the next lead. These three points are all Hin- 
terhand needs. 

V. M. H. 

SJJi J^ K^ = 27 for Opponent. 

Mittelhand is now convinced lo^k is in Skat, trumps 
and forces ]Jf^ with his Ace. 

V. M. H. 

74^ A4t Jjji = 53 for Player. 
Q4i jy A^ = 43 for Opponent. 
8^ K4^ 10^ = 57 for Opponent. 
In Skat, 10, = 63 for Player. 

When one plan will not succeed, another may. Skat 
is never under any circumstances played like whist. 



GAME XXXVI 

PASST-MIR-NICHT— TOURNEE GRANDO 

Vorhand holds J^; 10, S^d; K, g^; Ace, 9, 7^; 10, 8^. 
Mittelhand holds J^t; J^; Ace, K, QJf^; Ace, Q^; 10, 
K, 8^. 

Hinterhand holds 9, 7^1; 10, 8, 7^; Q^ ; Ace, K, Q, 7^. 

InSkat:J4k, 9^- 

Mittelhand, having only a count of 7 for a Solo make, 
and having the disadvantageous position of Mittelhand, 



180 SKAT 

thinks it safer to bid for a Tourn^e. He is cautious, the 
cards are sufficiently strong for a successful Solo, if skil- 
fully manipulated. Vorhand does not retain the bid, and 
Hinterhand passes. 

Mittelhand turns one of the cards, the 9^. No suit 
can be less fitted to his holding, and he places it in his 
hand without disclosing the suit to Opponents, and ven- 
tures on a Passt-Mir-Nicht. He turns the other card to 
view, and finds it is the ]i^. As it is a Jack he has the 
option of the Tournee spade, or a Tournee Grando; 
Whether he makes it a spade or a Gran do, if he loses it 
counts double the value of his hand, as he turned a second 
card, after refusing to play the suit of the first. 

He decides to play a Tournee Gran do, and discards 
the 9^ and Q^. The Opponents draw the inference he is 
short in the spade suit, as he is not willing to play that suit. 

In Tournee games a long suit lead is the rule of ''short 
road" to Player. In Grando, also, long suits are led by 
Opponents regardless of the position of Player. As Player 
is second hand to the first trick, if he trumps it weakens 
his holding; if he has suit, partner may be able to swarm a 
high card of another suit. Vorhand thus leads his longest 
suit. Unfortunately it clears the heart suit of Mittelhand, 
but it is one of the ''accidents" of the game. 

V. M. H. 
Ay 8^ Oy = 14 for opponent. 

Hinterhand, playing highest of a suit to partner's trick, 
has no more hearts, and if he should chance to have the 
other Knave, may possibly catch the Ten, or can get a 
discard of a short suit. 



GAME XXXVI 181 

Vorhand leads seven, that Mittelhand trusting Hinter- 
hand will hold nine, may play his Ten. Not knowing the 
whereabouts of J^, Mittelhand does not trust his Ten to 
the trick. Hinterhand discards from his valueless suit. 

V. M. H. 

7V J£5f 7* = 4 for Player. 

Mittelhand now draws the missing Matador, leading the 
lowest of a sequence to invite a swarm. Hinterhand 
swarms K^, as he still holds tenace in the suit. 

V. M. H. 
!♦ Jjf K4 = 1 2 for Player. 

Holding the remaining trumps, Mittelhand commences 
leading his longest suit. 

V. M. H. 

8Jf$ A4^ 94i = 23 for Player. 

Having Ace and two small he would have led his lowest, 
but with Ace, King, Queen, he has two sure tricks in the 
suit, and may be fortunate enough to find the Ten un- 
guarded in a hand. He continues to play clubs to clear 
the suit. 

V. M. H. 
lojji Q4i ^04^ = 3 7 ioT Opponent. 

As Mittelhand holds clubs and hearts, and has had 
two discards, it is improbable that Hinterhand's lo^f^ will 
capture a trick, and he saves it before the opportunity 
has passed. The Q^ would have put Opponents out of 



182 SKAT 

Schneider, and by some players would be considered a 
better play. 

Vorhand, hoping lo^ has been placed in Skat, and 
Mittelhand may possibly discard, thus giving Hinterhand 
another opportunity to swarm, leads 9^. 

V. M. H. 

9V loy 74^ = 33 for Player. 

The remainder of the tricks are Mittelhand's, and are 
thus played : 

H. 

84^ = 37 for Player. 

7^ = 52 for Player. 
Q^ = 5j for Player. 
A^ = 8o for Player. 
= S^ for Player. 

Player is "with 3," game i, = 4. Toumee Gran do is 
worth 12 X 4 = 48 plus. As it was a Passt-Xicht, if he had 
lost it would have counted 96 minus. 

The three games which count double, if lost, are Passt- 
Mir-Nicht, Gucki Grando, and Gucki Nullo. 

XXX\TI 

A SOLO CLUB— MITTELHAND PLAYER 

In Game XXXVI Mittelhand was fortimate in the 
Skat. He might have missed an opportunity by not 
trying for a Solo. Had he made it a Solo club, Vorhand 
would have commenced the game with A^ . 



V. 


M. 


94 


K* 


«♦ 


A4 


«♦ 


]* 


io4 


J* 


In Skat, 3, 



V. 


M. 


7V 


8V 


io4 

8* 

10* 


J* 



GAME XXXVIII 183 

H. 
Oy = 14 for Opponent. 

7^ = 18 for Opponent. 
A^ = 25 for Player. 

941^ = 27 for Player. -^ 

7^ = 39 for Player. 

If at trick 5 Vorhand plays J^, Mittelhand may play 
AJf^ and draw Ten, thus he will lose both, not knowing 
]^ is in Skat. Mittelhand, not knowing whether J^j^ is in 
Skat or with Vorhand, may not lead A^li, if J^ is played; 
but as 10 Jf$ is played, Mittelhand knows one Matador is 
in Skat, or Vorhand would not have given the Ten. 

V. M. H. 

9^ ipy 74jb = 49 for Player. 

94^ A^^ S^ = 60 for Player. 

K^ Q^ 104^ = 3 5 fo^ Opponent. 

8^ A^ 04 = 74 for Player. 

J4 Q4i K4 = 44 for Opponent. 
In Skat, 2, = 76 for Player. 

Finding J 4k in Skat, Player is ''with 3," game i,=4. 
Solo club is 12X4 = 48 plus. 



GAME XXXVIII 

A SOLO HEART— MITTELHAND PLAYER 

In the preceding deal all the rules are in favor of the 
heart make instead of the club. Of two equally weak 
suits, the cheaper should be made — in this case, the heart. 



184 SKAT 

Of two stilts of equal length, the one with the best heading 
(Ace and Ten) should be reser\'ed for the plain suit, for 
ever\' trump card is valuable, however small, but of no 
value if plain suit cards. 

If Mittelhand had made it a Solo heart Vorhand could 
not commence with A^, nor with the guard to either 
Ten, but would have been compelled to lead a spade. 
With Queen and one other he would lead Queen, showing 
a short suit; but with King one, he leads small, or partner 
may place him with the Ten. In this case, as partner has 
the Ten, lead of King would imply a singleton. 

V. M. H. 

9^ .^ 74 = 11 for Player. 

As Mittelhand wishes the lead at once, he plays Ace 
on first round, and leads trump. 

V. M. H. 

7 y J4i Q y = 1 6 f or Player. 

9^ jy 10^ = 2$ for Player. 

Hinterhand, presuming J 4Jk to be with partner, swarms 
his 104^. 

V. M. H. 
K^ Q^ 8^ = ; ioT Opponent. 

With three higher trumps against him, Mittelhand 
throws the lead that the club may come to him. Vorhand 
leads J^. It will force J^^, leaving his A^ high, or it 
win win the trick and give partner a chance to swarm. 

V. M. H. 

J4 Sy K^ = 13 for Opponent. 



V. 


M. 


8* 

10* 

A¥ 


K* 
A* 
0* 



GAME XXXIX 185 

Thinking Mittelhand is holding up J^ to capture his 
Ace, Vorhand is forced to the club lead. 

H. 

74^ = 32 for Player. 
9* = S3 for Player. 
A^ = 38 for Opponent. 

Seeing no opportunity for his A^, Hinterhand swarms 
it on trick he knows partner will trump. 

V. M. H. 
10^ loy 7^ = 73 for Player. 
8^ K^ 0^ = 8o for Player. 

In Skat, 2, = 82 for Player. 

Player is "with 3," game i,=4. Solo heart is worth 
10X4 = 40 plus. 

GAME XXXIX 
GRANDO OUVERT— SOLO GRANDO 

A prolific source of minus scores with an excitable 
player is a lack of the sense of values. A hand of worth 
appears to him an invincible one. A Grando winner is 
adjudged a Grando Ouvert ; a Solo winner, a sure Guckser. 
In playing Skat, a German mental attitude is of more use 
than Matadors. If an American poker view is cultivated, 
disaster will inevitably ensue. Nevertheless, there is a 
happy medium between the reckless bidder and the timid 
Mauern. 

In the following deal, Hinterhand had a Solo Grando, 
but, elated by so fine a holding, he tried for a Grando 



186 SKAT 

Ouvert, running a foolish risk with the spade stiit; but 
even if he had been Vorhand, there was but one chance 
in twenty that lo^f^ was in Skat. In Grando Ouvert — 
the rarest holding in Skat — if Player loses one trick, he 
is defeated. When he names his game, therefore, he 
thereby announces Schwarz, and the loss of one trick con- 
cludes the game. 

In the following deal: 

Vorhand held Jf; K, 8, jjf^; lo, K, Q, 9, 8, 7^ . 

Mittelhand held J^; 10, 0*; 10, Q, 8^; K, 9, 8, 74. 

Hinterhand held j4|i; J^; AJf^; Ace, K, 9^; A^; Ace, 
10, Q4. 

In Skat: 94i. 7^- 

Mittelhand bids for a Gucki NuUo. Vorhand retains 
for a Solo heart, ''without 3." 

At 15, the worth of a Gucki Nullo, Mittelhand passes. 
Hinterhand bids for a Grando, worth, in this hand, 60. 
Vorhand's cards count only for a Solo make, but with 
two missing suits and a trick in clubs, he is justified in 
the make. A wise bidder ''without," reckons for i 
against him in the Skat. So Vorhand counts his hand 
"without 2" instead of "without 3," and retains Hin- 
terhand's bids to 30, then passes. Hinterhand names 
Grando Ouvert and places his cards on the table. 

Vorhand, noting the hearts, tries his partner for the 
missing Matador. 

V. M. H. 

10^ jy A^ = 23 for Opponent. 

The game is finished. As Hinterhand loses one trick, 
he loses the game. It is not played to a finish. 



GAME XXXIX 187 

''With 2," game i, Schneider i, declared Schneider i 
Schwarz i, declared Schwarz i, = 7. Gran do Ouvert is 
24X7 = 168 minus for Hinterhand's score. 

Had Hinterhand been satisfied with a Solo Grando 
make, the first round might have been played the same; 
the succeeding rounds as follows: 

V. M. H. 

J^ 9^ 0^ = 28 for Opponent. 

If Vorhand does not trump, his Matador will fall the 
next round. 

H. 

J4^ = 9 for Player. 
A^ = 20 for Player. 
10^ =30 for Player. 
A|ji = 44 for Player. 
A^ = 55 for Player. 

9^ = 42 for Opponent. 

14^ = 67 for Player. 
K4^ = 78 for Player. 

Even had Hinterhand 's cards been in Vorhand's pos- 
session, Vorhand could not have declared an Ouvert, 
although he might have been strongly tempted to do so, 
hoping to find the 10^ alone in one hand, or possibly in 
the Skat. 



V. 


M. 


KV 


Q4 


7¥ 


7f 


8¥ 


«♦ 


74^ 


Q* 


9¥ 


«♦ 


K* 


-♦ 


8* 


10* 


0¥ 


«♦ 


In Skat 0. 



188 SKAT 

GAME XL 

GRANDO OUVERT— GUCKI GRANDO 

Here is another Grando Guvert hand, but played as 
a Gucki Grando: 

Vorhand holds J^i; Jijk; !♦; lo, Q^; lo^; Ace, lo, 9, 

?♦. 

Mittelhand holds Ace, Q, 8, 74^; K, 8^^; Ace, Q, 7^; 

Hinterhand holds 10, K, 94^; 9, 7^^; K, 9, 8^; K, 8^. 

In Skat: A^J^, J V. 

Mittelhand passes. Hinterhand bids for a Gucki NuUo 
to 15, and passes. Vorhand names Gucki Grando, taking 
both Skat cards into his hand without showing either one 
to Opponents. He discards 10^ and Q^* If he had held 
these cards instead of finding them in the Skat he could 
have declared a Grando Guvert. Unless the three dia- 
monds were in one hand, he would have a certainty ; or he 
could have declared a Grando Solo had he known the value 
of the Skat cards. Had the cards been dealt to him as 
now held, he would have declared Grando Guvert, placed 
his cards on the table, and counted the value, thus: 

"With 4," Schneider i, declared Schneider i, Schwarz i, 
declared Schwarz i, game i, = 9. 24X9 = 216. This is the 
highest possible count in any game of Skat. 

This deal occurred in the hands of a member of the 
Altenburg Skat Club in the games of 1908. It was a Gucki 
Grando as dealt and played, scoring 16X7 = 112 plus. 



GAME XLI 189 

GAME XLI 

GRANDO OUVERT BY MITTELHAND 

Vorhand holds gjf^, Ace, lo, K, Q, 9, 8, 7^; Q^; 8^. 
Mittelhand holds J4b; ]^; J^; AJf^; Ace, 10, K, Q, 7^; 
A4. 

Hinterhand holds J^; 10, K, Q, jjf^; g^; K, 9, 8, 7^. 

In Skat: 8^, 10 4. 

Mittelhand bids 10. Vorhand retains for a Solo spade, 
"without 4." He has three losing cards in different suits, 
and if the cards are regularly distributed, will be a loser. 
His bid was unreasonably hazardous, but one which is 
made by players who trust to luck instead of sensible 
deduction. Mittelhand intends to play a Grando Ouvert, 
and it is useless for Vorhand to bid. Hinterhand intended 
bidding for a Gucki Nullo, 15, but when his opportunity 
arrives, he passes. Mittelhand names Grando Ouvert and 
places his cards on the table. 

Vorhand has all the spades. If Mittelhand could be 
induced to trump with his low Jack, and the missing 
Matador should not be in the Skat, he would be defeated. 
There is one missing heart, but partner may hold it; the 
Matador possibiHty is the only chance, and he leads small 
that Mittelhand may suppose Ace or Ten is in Hinter- 
hand's hand. 

V. M. H. 

Mittelhand, with a sure game, is not so careless as to 
undertrump, and plays one of his high Matadors, shutting 
out the jy. He then draws it, plays his five hearts. 



190 SKAT 

A^, A4k and last Matador, taking every trick. It is not 
necessary to count the points in Gran do Ouvert, as it is 
the one lost trick only which decides the game. "With 
2/* game i, Schneider i, declared Schneider i, Schwarz i, 
declared Schwarz i, = 7. 24X7 = 168 plus. 

Had Mittelhand trumped with J^ and Hinterhand 
overtrumped with J^ , winning the trick, the game would 
not have been played to a finish, as Mittelhand had lost 
one trick. He would have been scored minus 168. 

Conventional leads, as in whist, unvaried by the exi- 
gencies of the occasion, will wreck the Skat player. Skat 
can never be grafted on the whist tree, but is a different 
species entireh^ and this fact cannot be too strongly im- 
pressed on American players. Any attempt to thus rob 
the good old German game of its characteristic qualities 
will result in a hybrid which will meet with the disrespect 
it will deserve. American mentality is sufficiently alert to 
keep both these excellent games distinct and individual. 
To each, its place. 

To vary the method of play with each deal is the sign- 
manual of a veteran in the game. To endeavor to inform 
partner, that they may play in accord, is essential, but to 
outwit Player is of supreme importance. For, while Oppo- 
nents are informing. Player is hastening past the danger- 
spot, the 61 points. 



GAME XLII 191 

GAME XLII 
A SOLO "WITH 7" 

Skat is a game of democratic principles. Equalization 
is one of its chief characteristics. If one player claims to 
hold the superior hand he must substantiate such claim 
(6 1 points). If he bids higher than its value he loses the 
price of his bid, although he win more than 6o points (over- 
bidding). If, with an abundance of material, he refuses to 
name a game, in order to compass the downfall of a guile- 
less player, he himself becomes the loser (Ramsch). If his 
cards are of inferior value he has a winning game (Nullo). 
If absolutely worthless, he has a double count (Nullo 
Guvert). If of mediocre quality he has, with partner's 
assistance, an opportunity of reducing Player's pretensions, 
which is equivalent to an individual win (as Opponent). 
Similar conditions prevail throughout the game. 

When one has almost a Grando make, with high count- 
ing cards, he plays Gucki Grando, that he may ''lay 
away" in the Skat one or more valuable counting cards 
for safe keeping; and when he has almost a Nullo make, 
the other extreme of the ranking cards, he plays Gucki 
Nullo, that he may place in the Skat one or more high 
cards to rid his hand of them and leave it quite worthless, 
and thus a winner. As Grando counts 20, but Gucki 
Grando only 12, so Nullo counts 20, but Gucki Nullo only 
15. Having the use of the Skat cards for whatever pur- 
pose lessens the value of the game, for one must not have 
all the privileges and helps to success, and still count as 
much as a player in another deal who assumes the responsi- 
bility of a game without claiming any especial privilege. 



192 SKAT 

In the following deal: 

Vorhand had 8, 74k; Ace, 10, K, Q, 9, 7^; Ace, 74. 
Mittelhand had Q, g^k; 10, K, Q, 8, 7^; K, 8^; 8^. 
Hinterhand had J4k; J4k; JV; !♦; Ace, 10, K4I1; Ace, 

In Skat: 10, g^. 

Mittelhand bids for a Gucki Nullo. Hearts and spades 
are safe. If he can rid his hand of QJf^ and K^, he has 
a safe Nullo. Vorhand has also a Gucki Nullo. The A^ 
is his only dangerous card, and by taking the Skat cards 
he can make a game. Mittelhand, therefore, bids and 
Vorhand retains as high as 15, when Mittelhand is com- 
pelled to pass, for he cannot make a Solo Nullo. Hinter- 
hand now bids 18, and Vorhand passes. Hinterhand can 
name a Gran do or a Solo club for trump. One naturally 
seizes an opportunity of playing Grando, as it does not 
occur as frequently as the Solo, and has a higher count; 
but in the above deal the club is nearly as valuable, for, 
although the multiplicand is higher in Grando (20), there 
are but 5 multipliers ("with 4," game i). In the Solo 
make the count is but 12, but there are 8 multipliers 
(''with 7," game i). If he declares a Schneider there are 
two more multipliers in either make. Hinterhand names 
it "Solo club, with a declared Schneider." 

With only one missing spade, Vorhand dare not give 
Hinterhand a discard, which play may make his Schneider 
safe, and leads his A^. It is not a question of 61 points, 
as Hinterhand has declared Schneider, but of 30 points. 

V. M. H. 
A4 K^ 04 = 18 for Opponent. 



GAME XLII 193 

If Hinterhand has another it is the Ten. If he has no 
more. Ten is in the Skat; but there are two other dia- 
monds, only one of which can be in Skat, the other in 
Mittelhand's hand. Nothing is to be gained by contin- 
uing the diamond suit, and he tries the spade. If Pla3^er 
should chance to have the missing spade partner can 
swarm, and Player will be defeated, as Opponents will 
be ''out of Schneider." On the other hand, if it is in the 
Skat partner will swarm, and Player must trump and thus 
lose the chance of a discard. Thus, after all his winners 
are played, his last card may be a loser, and the Op- 
ponents may reach the necessary 30 points. 

Unfortunately for the Opponents, Mittelhand has the 
missing spade, and thus cannot swarm the necessary 
point, and Hinterhand can discard his losing heart. 

V. M. H. 
A^ 8^1^ 9^ = 29 for Opponent. 

Hinterhand has now every trick, regardless of Vor- 
hand's lead, and Opponents having only 29 points, Hin- 
terhand makes his declared Schneider. 

Even with so unusual a holding, Hinterhand's success 
depended on the presence or absence of the small spade 
in Mittelhand's hand. So mysterious and so uncertain is 
the goddess of Skat in her distribution of favors! Even 
here is the democratic equalization apparent. With two 
Nullo hands against a Solo with a declared Schneider, there 
was a chance of a defeat for Player in the Opponents' 
weak cards. 

Player has ''with 7," game i, Schneider i, declared 
Schneider i , = 10. Solo club 12X10 = 120 plus. 
13 



194 SKAT 

GAME XLIII 

GRANDO "WITH 5" AND A DECLARED SCHNEIDER 

In Game XLII had Hinterhand played a Grando, with 
a declared Schneider, the A^ (Opponents' long stiit) would 
have been the proper first lead, and Hinterhand would 
have discarded his singleton diamond. 

V. M. H. 

A^ 8^ 0^ = 14 for Opponent. 
104^ 10^ J^ = 22 for Player. 

Hinterhand is compelled to trump or the partners 
will have 34 points (out of Schneider), and he will be de- 
feated. Had Mittelhand in a spirit of parsimony swarmed 
a lesser count, Hinterhand would have had an oppor- 
tunity for another discard, and Opponents would have lost 
all opportunity of defeating him. Hinterhand leads a red 
Jack to invite a swarm. 

V. M. H. 
K4k 94k JJf = 28 for Player. 

Mittelhand's inference: As Hinterhand has discarded 
a diamond, and Mittelhand himself has the hearts, Hin- 
terhand has a club suit. If Mittelhand gets a lead he does 
not wish to lead clubs, and discards it. His K^ may be 
valuable, and he does not unguard it. 

V. M. H. 

74ii Q4t ^Ajji = 42 for Player. 

He now leads KJf^ to invite a swarm. 



GAME XLIII 195 

V. M. H. 

84k 7^ JC^ = 46 for Player. 

7^^ 8^ 1041 = 56 for Player. 

94k 8^ J^ = s8 for Player. 

As Vorhand discards spades he must have some pro- 
tection in diamonds, and Mittelhand throws the guard to 
his K^ to protect the heart. 

V. M. H. 

7^ 0^ Ay = 72 for Player. 
A^ Ky 9^ = 29 for Opponent. 

Opponents can get but 29, even with Vorhand's high 
swarming card. 

V. M. H. 

Q^ K^ ^^ = 81 for Player. 

In Skat, 10, = 91 for Player. 

Player has ''with 4," game i, Schneider i, declared 
Schneider i , = 7 ; Solo Gran do, 20 X 7 = 1 40. 

Even as Vorhand, Hinterhand could not have made 
more points. One advantage of Hinterhand's position is, 
that he may, playing third to the first trick, secure the 
opportunity of a discard without giving an opportunity of 
swarming after Hinterhand has played. Each position has 
its compensating advantages. 



196 SKAT 

GAME XLIV 
NEW VALUES— GUCKI NULLO 

The Xord Amerikanischer Skat Verband at their annual 
congress and tournament in June, 1908, promulgated a 
new system of values in the Grando and the Nullo games, 
and added one new game to the list. The changes in the 
valuations of the Grando game had been necessary for 
sometime, but the addition of the new game is of doubtful 
utiUty. However, as the association is the only national 
Skat organization in America, their dictum must be ac- 
cepted by all Skat players in this country. 

The Toumee and Solo values remain unchanged, 
as does the Ramsch. The amended values have been 
used in the preceding games. The new game is Gucki 
Nullo Ouvert, and is valued at 30 if won. If lost, 
minus 60. 

The revoke penalty seems a difficult matter for the 
Verband to decide. The penalty at present is none too 
severe, i.e., the loss of the game to the offender. In a 
game where the margins are so narrow that a card of no 
intrinsic value in any one of the three players' hands may 
make or mar the game, the exposing of a card by an Op- 
ponent to his partner's view should not be too lightly 
estimated. No experienced Skat player will fail to observe 
a revoke, but the exposure of the card has already en- 
lightened partner, imless the revoke concludes the game. 
Outside the association, players evinced disappointment 
on learning of the postponement of a decision on this much 
discussed point, as well as the leading and playing out of 



GAME XLIV 197 

turn, which also betrays the presence of an unknown 
card to a partner. American Skat players are compelled 
to formulate penalties for themselves. Exposure of a 
card should incur the same penalty as in all whist games. 

In a game: 

Vorhand held J, Q, 8, y^t; A, K, 94^; 10, K, g^. 

Mittelhand held J^; AJf^] 10, 8, 74^; 8^; Q, 9, 8, 7^. 

Hinterhand held J^; 10, K, gjf^; Ace, Q, 7^; Ace, 10, 

In Skat: J and 04^. 

Mittelhand bids for a Gucki Nullo, and Vorhand passes. 
Hinterhand bids for a Solo heart, " without 3." Mittel- 
hand retains to 15, for a Gucki Nullo, and Hinterhand bids 
16. Mittelhand decides to try a Gucki Nullo Guvert (the 
new game) , worth 30. '* Without 3 " makes Hinterhand's 
game worth 40, and as Mittelhand retains each higher bid, 
Hinterhand feels assured all the Jacks are in his hand, 
making his own holding * niore secure. However, to be 
cautious, he reckons ''without 2," instead of "without 3," 
and bids to 30, which Mittelhand retains. Hinterhand 
then passes, and Mittelhand announces Gucki Nullo 
Ouvert. He discards the A^li and J^ and places his cards 
on the table. 

As it is impossible for Vorhand to compass Mittelhand's 
defeat, he must delegate the power to Hinterhand. Mit- 
telhand has had the Skat cards, therefore Hinterhand 
holds 7^. One discard will give Mittelhand the game, 
but if he makes the fatal mistake of discarding a high 
card, instead of a singleton, he is a loser. Vorhand sees no 
other way to defeat him, and tries the experiment. If Mit- 
telhand does not discard his singleton heart he is defeated. 



198 SKAT 

V. M. H. 

iJit 04 10* 

KV Q^ A^ 

As Mittelhand played a Gucki game and lost he counts 
double the value. Gucki Xullo Ouvert is 30. Therefore 
Mittelhand is minus 60. He had a sure game had he not 
held up his heart. 



GAME XLV 

A GUCKI NULLO FOR VORHAXD 

Vorhand held K4I1; Ace, 8, 7^^; K, 10, 8, 7^; 9, 74. 
Mittelhand held J4li; J^; 10, 9, 8^1; 94)^; Ace, 9^; 
Ace, K^. 

Hmterhand held J^; Jf ;Q, 7*; 10, 0^; Q^\ 10, Q^. 

In Skat: A^, K^, 

Having two Jacks and two Aces, and protection in 
three suits, Mittelhand bids for a Toumee, to 12, which 
Vorhand retains. Mittelhand passes and Hinterhand 
passes. Vorhand announces Gucki Xullo to rid his hand 
of A^j^ and K^i* He is ujifortunate in finding two high 
cards in the Skat, but the spade, he thinks, protects his 
hand rather than endangers it, from the length of suit. 
He discards his two clubs. 

He leads the heart that it may not be returned to him, 
as Opponents will consider it a singleton — a singleton 



GAME XLV 199 

eight being a recognized lead with Vorhand when he is 
playing a Nullo game. 

As Mittelhand must take the trick, he plays his highest 
and leads a singleton. 

V. M. H. 
8¥ Af QV 

Knowing partner has led a singleton if he possessed 
one, Hinterhand returns the lead. 

V. M. H. 
74 At Q^ 

M ^^ J4 

Vorhand captures the trick and thus loses the game. 
Had spades been equally distributed he would have won. 
As it is a Gucki game he loses double the value. Gucki 
Nullo, 15, i.e. minus 30 for Vorhand. 

Whichever card Vorhand may lead, he will be de- 
feated on the spade suit. 

In the following game: 

Vorhand held J^; Ace, K, g^; 10, K^; 10, K, 9, 8^. 

Mittelhand held J4k; J^; 10, Q, 8^; Ace, Q, 9, 8y;0^. 

Hinterhand held Ace, 10, Q, 9, 8, 74I1; j^; 7^; Ace, 

?♦• 

In Skat: KandJJk, 

Mittelhand passes, Hinterhand bids for a Gucki Nullo 
Ouvert, Vorhand passes. 

Hinterhand discards Ace, 7^, and places his cards on 
the table. 

He scores plus 30. 



200 SKAT 

GAME XLVI 
OVERBIDDING— SOLO CLUB 

In Game XLIV, when Hinterhand held J^, lo, K, 
g4li; Ace, Q, 7^; Ace, 10, K^, and Mittelhand played 
Gucki NuUo, Hinterhand bid to 30, and fearing a Jack in 
the Skat, passed. The ''without" hand has its pitfall, 
and even though one makes 61 points he may be de- 
feated if an adverse Jack is lurking in the Skat. 

Had Hinterhand been regardless of this danger and 
bid for the value of his hand as dealt, he could have 
deprived Mittelhand of playing his game, for his hand was 
worth 36, 40, or 48, as diamond, heart or club. 

Presuming him to be thus regardless and bidding 32, 
when Mittelhand must pass, he names the trump a club. 
He has two outside Aces, with Ten, King in one suit, and 
no spades, giving him an opportunity to use his high count- 
ing trumps on the high spades, but counting only 7 for a 
Solo make. Lacking a suit, he is justified in making the 
Solo with the holding. 

Vorhand held J4k; Q, 8, ^4^\ Ace, K, g^; 10, K, g^. 

Mittelhand held J V; ^4^\ 10, 8, 7^; 8^; Q, 8, g, 7^. 

In Skat: J and Qi^. 

Vorhand follows the conventional rule of leading an 
Ace against a Solo make, and plays thus: 

V. M. H. 
A^b 104^ 104^ = 31 for Player. 

Player leads J^ to call two trumps and help to make 
his diamonds, and that Opponents may not discover the 



GAME XLVI 201 

paucity of his resources and retaliate for his '*Auf die 
Dorfer gehen" by leading trumps to catch his small ones. 

V. M. H. 

7d|i jy J^ = 4 for Opponent. 

Vorhand does not cover a red Jack led the first 
round of trumps with the best Matador, although, ''cover 
a Jack with a Jack" is an almost invariable rule in every 
other instance. 

Mittelhand knows Hinterhand has not the JJf$ or he 
would not have led a low Jack, not having a sequence 
and not holding Ace of trump. He therefore risks his A^li 
on that inference. 

V. M. H. 
Q4i A4I1 9^1=18 for opponent. 

Mittelhand dare not lead Hinterhand's blank suit for 
fear of giving him a discard, and leads from his longest 
suit an intermediate card. 

V. M. H. 

8j|i 9^ A^ = 29 for Opponent. 

Presuming Hinterhand is holding two trumps, Vorhand 
keeps his J4k and endeavors to call the A^, but unsuc- 
cessfully. . 

V. M. H. 

Ky Sy 7^ = 33 for opponent. 
QV ?♦ 0V = 34 for Player. 

Mittelhand discards a diamond to show partner his 
diamond suit is worthless, his lead at trick 4 showing 
length only. 



202 SKAT 

V, M. H. 
10 V 74b AJf_= 55 for Player. 

Player forces a Jack, knowing if both were held by 
Vorhand he would have led. 

V. M. H. 

J4i 04 104=48 for opponent. 
K^ 84 K* = 63 for Player. 

&♦ 8^ J£^ = 67 for Player. 
In Skat, 5, = 72 for Player. 

Player wins more than 60 points, but he bid 32 before 
Vorhand resigned his privilege, and he must verify the 
bid. He was *' without 3," game i,=4. Solo club is 
12X4 = 48. Therefore as he bid only 32 one might 
presume he had won his g^me by taking more than 60 
points. The contrary is the case. The Skat cards are the 
property of Player in every game. As he has the privilege 
of their assistance when valuable, so must he take the 
responsibility of a loss through their possession, when ad- 
verse. In the Skat of the above deal was found the J^^. 
Thus Hinterhand is ''without i,'* instead of ''without 3." 
"Without I," game i, = 2Xi2 = 24. But he bid 32, an 
overbid, and thus is a loser. He cannot be scored less 
than his bid, and the value of a hand must be a mul- 
tiple of the trump suit. Thirty-two is not a multiple of 
the trump suit of this deal (Solo club, 12), the value must 
be the next higher multiple. The multiples of the Solo 
are 12, 24, 36, 48, etc. Hinterhand bid 32; the next value 
is 36. Hinterhand, for overbidding, although unconscious 
of the fact, is scored minus 36. The danger of over- 



GAME XLVI 203 

bidding when ''without" is always imminent, but as 
Vorhand continued to retain, Hinterhand presumed he 
held at least two Jacks. ''Without 3" is a great risk, 
unless the composition of the remainder of the hand is 
unusually excellent. 

In making the first lead, Vorhand, holding a tenace in 
spades, would have been wiser had he postponed the 
spade lead to a later trick, and tried to clear the heart. 
His good trump holding gave him an advantage which 
he should have considered. Had he thus commenced, 
the game might have proceeded thus: 

V. M. H. 
K^ 8^ Ay = 15 for Player. 

Player knows Vorhand will not lead from Ten, King, 
only for a first lead. If he does not play Ace it will be 
trumped the second round. 

H. 

J^ = 4 for Opponent. 

94^ = 15 for Opponent. 
K^ = 22 for Opponent. 

7^ = 42 for Opponent. 
Qy = i8 for Player. 
10^ = 57 for Opponent. 
iO|^ = 39 for Player. 
A^ = 50 for Player. 
Kj^ = 58 for Player. 
In Skat, 5, = 63 for Player. 



V. 


M. 


74^ 


JV 


8* 


A* 


Ojfe 


9^ 


loV 


xo4k 


9V 


?♦ 


]Jh 


Q4 


A4 


7* 


94 


»♦ 


K4 


«♦ 



204 SKAT 

Nevertheless, Hinterhand has overbid, and is scored 
minus 36. 

If at trick 3 Mittelhand had led a diamond instead of 
the AJf^, Hinterhand would have taken only 59 points. 
He would have been defeated regardless of the overbid- 
ding, but could not be minused more than 36, even under 
the peculiar circumstances of a double defeat. 

GAME XLVII 

A GRANDO. OR A SOLO HEART, WITH A DECLARED 
SCHWARZ 

A Schwarz is an unusually fortuitous holding. Player 
may declare a Schneider and by an unexpected discard of 
an Opponent may make a Schwarz; but to hold so valu- 
able a hand as to be able to declare it before commencing 
a game is rarely possible even in Vorhand's position. 

In the following game: 

Vorhand held J4i; J^] J^l J^; Ace, 10, 9, 8^; Ace, 
10^. 

Mittelhand held 9, 8, 74^; K, 9, 8, 7^^; 9, 8, 7^. 

Hinterhand held Ace, 10, K4I1; Ace, 10^; K, Q, 7^; 
K, Q^. 

In Skat: Q*, Q^. 

Mittelhand has a NuUo Revolution hand, worth 60, 
and commences the provocation. Vorhand retains and 
Mittelhand bids to 60 and passes; Hinterhand passes. 

Vorhand is uncertain whether to make it Solo hearts 
or Grando. He has a certain heart make, with a declared 
Schwarz, counting no. With a Grando make and a de- 



GAME XLVII 205 

Glared Schwarz it is worth i8o. But there is the possibility 
of three hearts in one hand, in which case he would lose the 
entire value of his game. He decides to follow the homely 
adage, " Better to be sure than sorry," and makes it " Solo 
heart, with declared Schwarz." There is no skilful play 
required. It can be played Ouvert. 

''With 6," game i, Schneider i, declared Schneider i, 
Schwarz i, declared Schwarz i, = ii, Solo heart ioXii = 
no plus. 

If it had not been for the danger of the heart he could 
have played a Grando Ouvert, and counted 216. As 
Hinterhand held the three hearts, Vorhand would have 
been minus 216. The chance was so slight of one player 
holding the three hearts, or of its not being in the Skat, 
the majority of American Skat players, in the excitement 
of the game, would have incurred the risk. If he had 
played Solo Grando, with declared Schwarz, he might, 
with unreasoning Opponents, have won. Hinterhand, on 
the first lead, should have considered which suit he needed 
for the last trick. Vorhand would have played it Ouvert, 
if there was not a possibility of a losing card. Hinter- 
hand knows the losing card will be one of a long suit 
headed by the Ace. It cannot then be either a club or a 
spade. Two diamonds are no protection to that suit. 
The heart is the only possible winner. He will then dis- 
card every card he holds before he gives up a heart. 
Some thoughtless players, in similar cases, cling to their 
Aces, forgetting the fallacy of a possibility of capture with 
an Ace, in such a declaration. 

With the Solo Grando make, Vorhand will commence 
and play thus: 



206 SKAT 



V. 


M. 


H. 


JV 


?♦ 


K* 


J4 


7* 


lo* 


J* 


«♦ 


^°4 


Af 


94 


ot 


104 


84^ 


K4 


J^ 


94» 


A* 


AV 


7* 


7V 


xof 


«♦ 


K¥ 


9V 


94 


Q¥ 


8V 


K4 


A4 


Trick 10 is unnecessary. Hinterhand has captured 


trick 9, and thus Vorhand 


is defeated, as he has not njade 


Schwarz. 






"With 4," game i, Schneider i, declared Schneider i, 


Schwarz i , declared Schwarz i , = 


= 9X20 = 180 minus. 


GAME XLVIII 



SOLO DIAMOND WITH DECLARED SCHWARZ, FOR 
HINTERHAND 

In a deal: 

Vorhand held g4li; Q, 7^^; 10, K, Q, 9, 8^; Ace, g^. 
Mittelhand held J^; Ace, Q, 8, 7^^; 10, K, 9, 8^^; 7^. 
Hinterhand held J^fc; J^^; J^; A^; A^; 10, K, Q, 8, 

In Skat: 10 and KJf^. 

Mittelhand bids for a Gucki Nullo, and Vorhand passes. 
Hinterhand bids for a Solo diamond, and Mittelhand re- 



GAME LXVIII 207 

tains to 15, then passes. Hinterhand announces his game 
as '*Solo diamond, wi-th a declared Schwarz." 

It is futile to lead a short suit against a Solo make 
with a declared Schwarz, and as Hinterhand in all prob- 
ability holds Ace, if any heart, should the seven be in 
Skat, Mittelhand can capture the trick and defeat 
Player on the first round. 

V. M. H. 
KV 7¥ Af 

It is unnecessary to count the points, as the loss of one 
trick defeats Player, regardless of points. 

V. M. H. 
94 JV J*. 

As trumps are exhausted, Hinterhand has the remain- 
ing tricks and wins his game. Had 7^ been in Skat, he 
would have been defeated, notwithstanding his fine hold- 
ing; but it would not be Skaty incomparable among games, 
if Player ran no risks. Therein is half the charm of the 
contest. 

Hinterhand is ''with 2/' game i, Schneider i, declared 
Schneider i, Schwarz i, declared Schwarz i, = 7. Solo 
diamond, 9 X 7 = 63 plus. 

Announced Schwarz includes the lesser counts, by 
implication: i.e.^ Schneider, declared Schneider, and 
Schwarz. If Schwarz is made without the "announce- 
ment," Schneider is included, but not declared Schneider. 



208 SKAT 

GAME XLIX 
ABANDONED HAND— SAVING A SCHNEIDER 

If, on turning a Skat card for trump, Player realizes 
he will be Schneidered if he persists in playing, he has the 
privilege of abandoning the hand before a card has been 
played, and being minused only the value of the hand, not 
counting the Schneider. 

In this game: 

Vorhand held J^; 1^5 J^^ 0' 9, SJf,; K, Q, 7^; A^, 

Mittelhand held Ace, 10, K, yjf^; Ace, 10, K^^; 10, 9, 8^ . 

Hinterhand held J4t; Q, 9, S^k; A^; 10, K, Q, 9, 8^. 

In Skat: 74^, 7^- 

Mittelhand, having only 7 for a Solo ma.ke, passes, as 
does Hinterhand for the same reason. Vorhand has a weak 
hand; but when there is no bid the Skat is generally a 
valuable one, and as his hand meets the requirements of 
a conventional Toumee bid (''4 in Aces and Jacks, and 
protection in 3 suits") Vorhand turns. The first card is 
7^9 and, with so poor a holding, he dare not venture on 
a Passt-Mir-Nicht. He announces a Tournee spade, and 
takes both cards into his hand. His cards spell disaster, 
and he places them on the table, announcing, ''I abandon 
the game." 

He is ''without i," game i: = 2. Tournee spade is 
7X2 = 14 minus. 

Had he persisted in playing the game, it might have 
proceeded as follows: 

He would discard Q4i and 7^; lead J^k to call the 
best Matador. 



GAME XLIX 

V. M. H. 
J4^ K^ 84 = 6 for Player. 

J^ may imply the presence of J^li, and Mittelhand will 
not play his highest the first round. Hinterhand holds 
back ]Jf$ for a more valuable trick. Vorhand cannot af- 
ford to lead trumps again, as he has not high suit cards. 

V. M. H. 

A^ A^l^ 10^ = 32 for Opponent. 

7^ 9^ Ay = 43 for Opponent. 

S4$ Adit 'k4 = 58 for Opponent. 



As the club discard is not injuring the Opponents' 
prospects, as they can save a high club in each round, 
Hinterhand continues the diamond lead. 

V. M. H. 

74^ 104^ 0^ = 71 for Opponent. 

Trusting Mittelhand has no more trumps, Vorhand 
trumps the Q^ to prevent Opponents swarming. He 
is defeated, and they now try for a Schneider. 



V. M. 


H. 


0¥ 10^ 


9^ = 84 for Opponent. 


9* io4i 


8^ = 94 for Opponent. 


KV 8V 


04^ = 101 for Opponent 


!♦ K* 


]Jf$ = 115 for Opponent 


J¥ 7* 


94^ = 8 for Player. 


In Skat, 3,= 


= 11 for Player. 


** Without I 


," game i, Schneider i,= 


X 3 = 2 1 minus 





= 3. Tournee spade 
I minus. 
14 



210 SKAT 

GAME L 
TOURNEE NULLO 

Tournee Nullo has been virtually discarded from the 
list of games, since the Gucki Nullo and Gucki Gran do 
have become popular. Before commencing a game with 
a new set of players it is advisable to decide which games 
are permitted, that no misunderstanding arise after deal- 
ing. If all agree to permit Toum^e Nullo, it is as follows: 

If a player secures the bid and elects to turn, and the 
turn proves to be a seven, he may play the suit, or a Nullo, 
at his discretion, or he may play neither, and turn the other 
card. If this is a seven, he has the option of the suit or 
the Nullo as before. Whichever he plays, after declining to 
play the first card, it is a Passt-Mir-Nicht and costs double 
the value of the game if lost. It is extremely careless for 
Player to show the first turned card, unless it is chosen 
for trump, for, if rejected, it signifies he is short in the suit. 

The count of the Tournee Nullo is lo; Gucki Nullo, 
15; Solo Nullo, 20; Gucki Nullo Ouvert, 30; Ouvert 
Nullo, 40. 

In a deal: 

Vorhand held Ace, Q, g^li; Q^; 10, 0, 7 V; Ace, 10, Q^. 

Mittelhand held J*; J4k; JV; !♦; K, 84k; K, 8^; K^. 

Hinterhand held 10, 74k; Ace, 10, K, 9, 8^^; A^; 9, 74- 

In Skat: 7^y 9^- 

Holding the four Matadors, some players are tempted 
to try a Tournee game, ignoring the fact of losing cards in 
the suits. In the above deal, Mittelhand, thinking he can 
rid his hand of one suit, and thus ruff, and having a sHght 



GAME LI 211 



protection in three suits, 


bids 


for a Toumee. 


Vorhand 


passes, and Hinterhand passes. 


Mittelhand turns the jij^ 


and sees possibilities of 


a Toumee Nullo. He 


discards 


KJf, and Kf . 








Vorhand leads his singleton s 


;pade. 




V. 


M. 


H. 




Q4 


J* 


A4k 




QV 


Kff 


AV 




10^ 


«♦ 


9^ 




<?♦ 


J4 


?♦ 




xoV 


9V 


10* 




7V 


8V 


K* 





Mittelhand, being forced to capture a trick, loses the 
game. He scores minus lo. 

Had Mittelhand dared try a Passt-Nicht, he could 
have won a Toumee heart and scored plus 30. 

GAME LI 

LOSING BY PENALTY, GRANDO WITH A 
DECLARED SCHNEIDER 

Until the National Association has formulated its 
views on the subject of penalties, the laws in effect during 
the last decade will continue to be used. Nothing more 
definite, nor more just, in regard to the lead out of turn 
can be devised from the point of view of the pioneer Skat 
players; but new American players, unwilling to submit 
to the rigor of the game, are clamoring for changes in this 
and other rules. ''Leading out of turn loses the game," 



212 SKAT 

to either Player or Opponents. There is no vaUd excuse, 
for a Player who has not taken the previous trick, for 
leading. To condone such an offense is ''playing with 
children." 

In a game: 

Vorhand held Ace, lo, K, g^k; K, g^; Q^; Q, 8, 7^. 

Mittelhand held J*; J^; ]^; jjf,; Ace, 10, K, gf; 
Ace, 10^. 

Hinterhand J4; Q, 8^^; Q, 8, 74^; 8, 7^; K, g^. 

In Skat: Ace, 10^. 

Mittelhand bids 10, and Vorhand passes. Hinterhand 
bids for a Gucki Nullo to 15 and passes. Mittelhand 
names ''Solo Grando, with a declared Schneider." 

V. M. H. 

AjPi yjf$ Q4k= 14 for Opponent. 

Mittelhand, presuming the rest of the tricks are his, in 
his haste, leads J^ . The Opponents place their cards on 
the table, Vorhand staling " A lead out of turn gives us the 
game." 

Mittelhand scores thus: "With 3," game i, Schneider i, 
declared Schneider i , = 6. Solo Grando, 20X6 = 120 minus. 

The penalty may seem too severe to those who are 
averse to complying with rules ; but an adult player who 
cannot tell when the lead is his own, or control his excite- 
ment when holding a winning hand, deserves to lose. He 
will learn by one such loss to maintain a German sang- 
froid until the end of the game. There is no game where 
this attitude is more essential to success than Skat. 

Here is another example of a penalty for the same 
infraction of the rule by an Opponent. 



GAME LI 213 

Vorhand holds Ace, 9, 8^; Ace, K, Q^; 10, K, 9, 74. 

Mittelhandholds Jdjk; JV; J4; Ace, 10, 94I1; 10, K^^; 
Ace, 8^. 

Hinterhand holds J4k; K, Q, 7^1; 7^^; 10, 9, 8, 7^; Q^. 

In Skat: Q^, 8Jf,. 

Mittelhand secures the bid and names Solo clubs as 
the make, and the game is thus commenced. 

V. M. H. 
A^ K4^ 74^ = I S for Opponent. 

Hinterhand, presuming Vorhand's next lead will be a 
spade, and Mittelhand will play the Ten, is prepared to 
trump the trick with K^b* His thoughts jumping at con- 
clusions, he hurriedly leads K^li, inadvertently. Mittel- 
hand places his cards on the table claiming the game, as 
an Opponent has led out of turn. 

Mittelhand scores : * 'With i ," game i , = 2 X 1 2 (Solo 
club) =24 plus. 

Had Hinterhand been more circumspect, Opponents 
could have won the game, thus: 

At the second trick, following the rule, ''In Solo, play 
Aces, and change suits," Vorhand would have led A^. 

V. M. H. 
Ay 8^ 10^ = 36 for Opponent. 

Mittelhand rids his hand of a losing card that he may 
trump a second round of diamonds. By this discard, he 
loses the game. The count was too high; he should have 
chosen a better opportunity. Vorhand continues the 
spade to give his partner an opportunity of a ruff or a 
discard. Vorhand knows his partner has no more spades, 
as he played his highest (a seven) on his partner's trick. 



^14 SKAT 

V. M. H. 

84k 104^ Kiji = 5o for Opponent. 

Hinterhand now forces Mittelhand to trump and lead. 
As Mittelhand had neither the A^ nor the A^k, nor the 
lo^ or 10^, he must be very long in the trump suit. Hin- 
terhand, holding three tnmips, knows his partner is short, 
and on the second roimd will probably be able to swarm. 

V. M. H. 

K V A4t 9 V = 1 5 for Player. 

9# i* 7* = 1 7 ioT Player. 

10^ jy 14^ = 64 for Opponent. 

Player's only hope of winning is that the J^k is in 
Skat, and he thus leads J^. He scores minus the value of 
the game, 24. At trick 2, if he had tnmiped instead of 
discarding, he could have won the game, thus: 

V. M. H. 

A^ A4I1 7^ = 22 for Player. 

84^ i* 7^ = 24 for Player. 

10^ J^ J 4^ = 29 for Opponent. 

Ky 8^ 9^ = 33 for Opponent. 

Mittelhand seizes the opportimity of discarding his 
worthless diamond on a trick of little worth. 

V. M. H. 

94^ 104^ K|ji = 47 for Opponent. 

Q^ 10^ 8^ = 37 for Player. 

7^ ji Q* = 42 for Player. 

9 ^ A^ Q 4 = 5 6 for Player. 

K^ 94i 10^ = 70 for Player. 
In Skat: 3, = 73 for Player. 



GAME LII 215 

GAME LII 

RAMSCH 

In a deal: 

Vorhand held J^; Qd^; Ace, Q^; 8, 7^ ; Ace, K, 9, 84. 
Mittelhand held ']^; 10, K, 8^^; K, 8, 7^^; K, g^; 10^. 
Hinterhand held ]J^; Ace, 9, 74I1; 10, 9^^; 10, Q^; Q, 

In Skat: J^, A^. 

As there was no bid for the game, Vorhand is com- 
pelled to declare Ramsch, in which there is no partner- 
ship, and cards rank as in Grando. 

Having a red Jack, Vorhand leads it, and Hinterhand, 
who captures the trick, leads the highest of his short suit. 

V. M. H. 

jy ]^ Jd|i = 6 for Hinterhand. 
K^ loj 04 = 1 7 for Mittelhand. 

IVfittelhand having no singleton, leads the highest of 
his two-card suit, and follows with the remaining heart. 

V. M. H. 

8^ K5^ QV = 24 for Mittelhand. 
7^ 9^ loy = 16 for Hinterhand. 

Hinterhand now leads his intermediate club, hoping to 
force Vorhand to capture a trick, that there may be no 
Jungfer. 

V. M. H. 
Q* K4k 9* = 3 1 for Mittelhand. 



^216 SKAT 

Mittelhand leads his intermediate spade, and Hinter- 
hand, having two only, plays high. 

V. M. H. 

Q^ ^^ 104^ = 29 for Hinterhand. 
A^ K^^ 94 = 13 for Vorhand. 

As Vorhand has captured a trick there will be no 
Jimgfer. 

V. M. H. 

8^ iOi|ii 7^ = 25 for Vorhand. 

Hoping one of the players has J^ and will tnimp the 
ninth trick to avoid taking the last one, Vorhand leads 
Ace. 

V. M. H. 

A^ Sjpi A4i = 47 for Vorhand. 

94 74^ 74i = 47 for Vorhand. 

The winner of the last trick counts Skat points with 
his tricks. 

In Skat: 13, = 60 for Vorhand. 

Vorhand having 60, Mittelhand 31, Hinterhand 29, 
Vorhand is the scorer, minus 20. Had there been a 
Jungfer, the loser would have scored 30; or 50 if there had 
been two Jungfers. 



GAME LIII 217 

GAME LIII 
THE LANGUAGE OF SKAT 

The inferences in Skat are as evident as in whist, but 
a pla^^er must possess more perspicacity to discern them. 
While the play is not as conventional as whist, every card 
speaks its message to those who understand the language. 

In Game XLVIII wherein Hinterhand played a Solo 
diamond with a declared Schwarz, and Mittelhand bid for 
a Gucki Nullo, had the latter been permitted to name the 
game, he would have discarded J^ and K^J^. The holdings 
were then: 

Vorhand g^b; Q, 74^; 10, K, Q, 9, 8^; Ace, g^. 

Mittelhand Ace, K, Q, 10, 8, 7^; g, 8^^; 7^. 

Hinterhand J4i; Ace, J^; A^; K, Q, J, 10, 8, 7^. 

Vorhand commences the game with a singleton, and 
Hinterhand at second trick leads his singleton. 

V. M. H. 

Kv 7V it!L 

Hinterhand knows Vorhand is short in the club suit, 
and, holding but one, knows Mittelhand is very long in 
the suit, Mittelhand is safe in the heart suit, as he dis- 
carded the seven, playing third to the trick. If he has 
another, it is in sequence with the seven. Hinterhand 
holds nearly all the diamonds. The spade suit, then, is 
the only trap in which to catch Mittelhand's game. If 
Hinterhand leads twice it may be fatal to himself and 



^18 SKAT 

partner, his cards being high. He will give the lead to his 
partner and seek to get a discard of his Ace. 

V. M. H. 

Vorhand will not commit the fatal mistake of return- 
ing the spade. Hinterhand, ha\'ing had a previous lead, 
has shown his short suit, as he now indicates the smt 
from which he wishes to discard high cards. It is per- 
fectly clear to Vorhand, who proceeds to assist in the plan 
proposed, 

V. M. H. 

74^ &± K4 

Mittelhand is forced to capture a trick by the tmder- 
standing between partners and their correctness of play. 
Mittelhand scores minus 30. It is a Gucki NuUo, worth 15 
if won, but double if lost. 

In another game: 

Vorhand held J^; K^; 10. g^; 10, K, 8^; Ace, K, 

Mittelhand held Jdfb; Ace. 10, Q. 9, 84k; 8, j^; -f$; 
10^. 

Hinterhand held J^S J^! Ace, K^; Ace, Q. 9^; Q, 
9. ?♦. 

In Skat: 7*> Q^- 

Hinterhand secures the bid and turns for Toumee. 
His txim is Q^k, and he discards 7d|k and Q^. 

V. M. H. 

Kjb 0* :♦ = 7 for Opponent. 



GAME LIII 219 

The inferences from the fall of the cards on the first 
round are obvious. As Hinterhand has no clubs, and 
would not place Ace, Ten in Skat, the Ace at least is in 
Mittelhand's hands; and as Mittelhand did not follow 
with Ace, he has so many he fears the trump. Again, as 
Hinterhand discarded a diamond, he has nothing of value 
in that suit, or he would have kept guards. He is keep- 
ing guards in the heart suit, and his exact holding may 
be clearly defined by Vorhand, who holds the remainder of 
the stiit. Hinterhand, then, presumably, has another small 
diamond; even though he has it not, a diamond lead is the 
best one, for clubs must not be led again to give him an- 
other discard, nor trumps for him to play third, nor hearts 
for reasons above; therefore, diamonds. 

V. M. H. 

A^ 10^ 9^ = 28 for Opponent. 

If Hinterhand has another diamond, it might give 
Mittelhand a swarm; but it is too uncertain, and Vorhand 
is forced to the heart, and Hinterhand may have four, in 
which case Mittelhand has an opportunity. 

V. M. H. 
Ky 7^ 9^ = 32 for Opponent. 

Now, Vorhand knows his partner has neither Ace nor 
0^, therefore void, and proceeds to capture Hinterhand's 
hearts by means of Mittelhand's trumps. 

V. M. H. 

10 V 74^ Q^ = 45 for Opponent. 

Having all the clubs with the exception of the seven 
Mittelhand leads through Hinterhand's cards, that partner 
may overtrump. 



V. 


M. 


8V 
J* 


10* 


K4 


8* 


94 


J* 
94» 



220 SKAT 

V. M. H. 
io4b A4i Q4k = 69 for opponent. 

Hinterhand, thinking Vorhand may have one more 
(only one, or he would not have led King first, but an in- 
termediate card), trumps, but is overtrumped. Vorhand 
tries for Hinterhand's last heart. 

H. 

A^ = 80 for Opponent. 

J^=94 for Opponent. 
A^l^ = 15 for Player. 

jy = 98 for Opponent. 
K^ = 19 for Player. 

Player is ''without 2," game i, Schneider i, = 4. 
Toumee spade 7 X4 = 28 minus. 

GAME LIV 

CONTRA AND RE-CONTRA 

The Contra and Re-Contra are recent additions to 
Skat, answering to doubhng and re-doubling in Bridge. 
As they are not universally played, it should be decided 
before commencing a game whether they are to be per- 
mitted. 

When Player has announced his game, if an Opponent 
feels assured he can defeat him, he announces ''Contra!'* 
If it is any game in which the Skat cards are not used, this 
announcement should be made before a card is led; but it 
is permitted after a card is led, provided the second card 



GAME LIV 221 

has not been played. If it is a game in which the Skat 
cards are used, the Contra announcement is not in order 
until the discards to the Skat have been made; and if 
Player foresees he will suffer defeat, he may announce, 
'*I resign," placing his cards on the table instead of dis- 
carding, thus barring out the Contra. 

In Contra, if Player wins, he scores twice the value of 
the game, plus, and the Opponent who announced Contra 
scores the single value of the game, minus. If Player 
loses, he scores twice the value of the game, minus, and the 
announcing Contra Opponent scores the single value of the 
game, plus. 

If, however, Player deems it possible to win his game, 
he announces ''Re-Contra." If, then, he wins, he scores 
three times the value of the game, plus; and the announc- 
ing Opponent scores twice the original value of the game, 
minus. But, if Player loses his game, he scores three times 
the value of the game, minus; and the announcing Contra 
player scores twice the value of the game, plus. 

Although the partners play together for the defeat 
of Player, as in the other games, only the announcing 
Opponent scores, whether a winner or a loser, as he alone 
assumes the responsibility of announcing the Contra. 

In a deal: 

VorhandheldJ4t; JV; Ace, lo, K, Q, 9, 8, 7^^; A^. 

Mittelhand held K, Q, gjf^; 9, 8, 7^; K, Q, 8, 7^. 

Hinterhand held J4k; !♦» Ace, 104I1; 10, K, Q^; Ace, 
10, 9^. 

In Skat: 8, jjf^. 

Vorhand secures the bid and names ''Grando, with a 
declared Schneider," as the game. Hinterhand, with a 



222 SKAT 

Grando holding in his cards, is assured he can win, and 
announces "Contra." Vorhand, with the best and an- 
other Matador, and his strength massed in one suit, can 
draw one Matador, force another with his spade suit, and 
have two re-entries (the remaining Matador and A^). He 
therefore responds, ''Re-Contral" 

The lead is with Pla\'er, and he easily wins his game 
with its increased value. Neither Vorhand nor Hinterhand 
had the conventional holding for a Grando, but Vorhand's 
was a certain win, nevertheless. 

H. 

J^=4 for Player. 
9^ = 15 for Player. 
J4J^ = 16 for Opponent. 

Hinterhand does not trump the first spade trick, as 
Mittelhand, not realizing the spade situation, has not 
swarmed. On the second spade trick, Mittelhand swarms 
K^. Hinterhand trumps and leads AJf$, which Vorhand 
trumping with the last Matador has every other trick as- 
sured. Had Hinterhand refused to trump spades, Vorhand 
would have continued to lead them to the end. His A^ 
with Mittelhand's swarm of a King would have been the 
onlv coimt for the Opponents. The long unbroken suit 
was a winning hand. 

"With I," game i, Schneider i. declared Schneider 
1^ = 4X20 = 80. As Re-Contra was declared, and won by 
Plaver, he scores 3 times the value of the game. So X3 = 240 
plus; and Hinterhand, as the Contra announcer, who lost, 
is scored twice the value, 80X2 = 160 minus. Mittel- 
hand neither wins nor loses. 



V. 


M. 


J* 


7V 


A4 


8¥ 


104 


K4 



GAME LV 223 

Had Mittelhand known the value of the Skat, he could 
have bid to 30 on a Gucki Nullo Ouvert. As Vorhand 
could bid to 80, Mittelhand would not have secured the 
bid, though it would have been a sure game, if played. 
After discarding K, Q^, it would have been a Revolution 
hand, though not permitted, as the Skat cards were used. 
Had Revolution been announced, it would have lost, oA 
the fourth lead of diamonds. 



GAME LV 

ANOTHER RE-CONTRA 

In another deal: 

Vorhand held J^; 10, K, Q, 8Jf^; 10, K, Q, g^; Q^. 
Mittelhand held J^; J^; 74I1; 8^; Ace, 10, K, 9, 8^; 
10^. 

Hinterhand held J, Ace, g^i; Ace, 74J^; Ace, K, 9, 8, 

In Skat: 7^ and Q^. 

Hinterhand, having 8 in Jacks, trumps and suit Aces, 
makes the trump a Solo diamond. Mittelhand, seeing 
possibilities in the black suits, announces ''Contra!" Player 
responds ''Re-Contra!" and Vorhand leads K^. 

V. M. H. 
K^ 8^ 7^ =4 for Opponent. 

Hinterhand, hastening to rid his hand of a useless 
card, and holding up the Ace to catch the Ten, fails to 
observe the significance of the 8^1^ played by Mittelhand. 
On his partner's trick he played his highest of the suit, an 



224 SKAT 

eight, and thus has no more of the stdt, and can tnimp the 
second round of spades. This one play of Hinterhand 
loses him the game. The play thus proceeds. 

V. M. H. 
104^ 10^ A4k = 35 for Opponent. 
Qy Kfjf 9d|li = 42 for Opponent. 

Failing to profit by his previous mistake, he again dis- 
cards, expecting to catch Ace and lo^ by ruffing on sub- 
sequent rounds, ilittelhand, finding his partner with a 
singleton heart, leads through Player, to give Vorhand an 
overtrump, a discard, or a swarm. 

V. M. H. 

J^ 10^ 9^ = 54 for Opponent. 

As Opponents need but 6 points more it is impossible 
for Hinterhand to win his game. Mittelhand, having an- 
nounced Contra, has resources at command. 



V. 


M. 


H. 




K* 


7* 


A* = 


= 1 5 for Player. 


9* 


JV 


J* = 


= 19 for Player. 


10* 


J4 


?♦ = 


= 66 for Opponent. 



Player is defeated, though the remaining tricks are his. 
''With I," game i, = 2. Solo diamond, 9X2 = 18. As loser 
of Re-Contra he is minus 3 times the value of the game, 
18X3 = 54. Mittelhand, as Contra annotmcer, is plus 
twice the value, 18X2 = 36. 

Had Player on first trick played as below he could have 
won. 



GAME LV 2^5 

H. 

A^l^ = 15 for Player. 
J4ii = 21 for Player. 
7^ = 20 for Opponent. 
8^ = 32 for Opponent. 
K^ = 32 for Player. 
74^ = 45 fo^ Opponent. 
94^ = 48 for Opponent. 
9^ = 32 for Player. 
A^ =43 for Player. 
AJfB = 6g for Player. 
In Skat: 3, = 72 for Player. 

Player winning a Re-Contra is scored plus 3 times the 
value of his game. 

Hinterhand scores plus 54; Mittelhand scores minus 36. 



V. 


M. 


«♦ 


«♦ 


!♦ 


JV 


10* 


io4 


xo4k 


J* 


QV 


KV 


Q4 


loV 


Q* 


7* 


9* 


9V 


8^1 


8V 


K* 


AV 



One copy del. to Cat. Div. 



t^^^. 



I2J0 



